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Sector
A sector is an 8x4 tile area (256x128 pixels) that defines various attributes of a map, such as its music, tileset, palette, and more.
When entering a sector via a warp (e.g., doors) or when refreshing the screen (e.g., by using the Sound Stone), any sectors that do not match the current sector’s tileset information will be hidden. These mismatched sectors will display filled with tile 0, with no NPCs visible. Be careful with the design of tile 0, as it should be perfectly tileable. If you can't guarantee that tile 0 will work as background everywhere in the area (eg. in Winters in the vanilla game), then add a buffer space that the player can't access, and use game mode to make sure.
The three fields here define the tileset, palette group, and palette of the sector. If you need this to change at various points in the game, that's a job you can do in the Palette Editor, as the data for this is stored in the palettes themselves.
If an item's type is 58, then it can only be used in sectors where this field matches that item's ID. This is used for the Piggy nose, for example. For more info on item types, see Items.
This isn't a song ID, it's an ID of the map music configuration entry to use. You can hit "Edit" next to this field to see what it's all about. There is also more info on the Map Editor page, under Tools.
Defines some other behavior of the sector. Each entry is pretty self-explanatory. Some aren't:
- "Indoors" dictates if you can use the bike and if Magic Butterflies spawn (I think...)
- "Indoors and butterflies" is not functional in-game.
Pretty simple - just if you can or can't use PSI teleport in this sector. Usually disabled in caves and buildings.
Eventually there will be a tool to automate all this.
This defines what set of icon placements that the town map shown here will use. This is an index of an entry in TownMaps/icon_positions.yml.
This is the image to use for the town map. The images are named and not numbered for some reason, but that's a CoilSnake thing.
If anything other than None, it displays an arrow instead of the usual Ness head. This is used for when you can explore an area that goes off the edge of the map. The icon won't be positioned automatically; you still need to specify this.
The location of the Ness or arrow icon on the map. I *think* it's pixel coordinates.
- Unlike tile mode, you use left click to select a sector. All the usual shortcuts - Ctrl and double click - still apply the same, just with this mouse button instead.
- When you right click, it opens a context menu. This lets you copy various attributes of the sector:
- Copy entirety - Copies tileset/palette data, tiles, and properties
- Copy data - Copies tileset/palette data and properties
- Copy palettes - Copies tileset/palette only
- When you paste, it will paste from roughly the top-left sector in the copied sectors.
- Overworld Sprites
- Battle Backgrounds
- Battle Sprites
- Title Screen
- Window Graphics
- Logos
- Fonts
- Animations
- Swirls
- Introduction
- Translating The Main Text
- Trying Out Your Translation
- Translating Enemies and Items
- Modifying Game Fonts
- Translating Misc Text
- Translating and Adjusting Menus
- Export and Modify Compressed Graphics
- HP/PP text box graphics
- Cast Credits
- Staff Credits
- Translating "THE END... ?" Animation