Author Topic: Dual Tile Map Editor  (Read 5989 times)

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Offline ztrumpet

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Dual Tile Map Editor
« on: November 30, 2009, 07:54:10 am »
Here's my map maker for all dual tile formats.

2nd-Pick tile
Alpha-Go to custom tile screen.  This uses whatever is in Str0 as its custom menu.
Clear-Clears Current Tile
Enter-Saves to Str1 and Str2
1-5-Saves current tile tp F1-F5

This uses Str0-Str2 and Str4-Str9. :)

Enjoy.  I'll have a gif up this afternoon.



« Last Edit: April 08, 2011, 04:44:58 pm by ztrumpet »

Offline DJ Omnimaga

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Re: Dual Tile Map Editor
« Reply #1 on: November 30, 2009, 01:26:34 pm »
nice, I assume this also let you choose what kind of dual layer ascii mode you want, right?

Offline ztrumpet

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Re: Dual Tile Map Editor
« Reply #2 on: November 30, 2009, 03:26:58 pm »
Yes, it uses an options menu.

Here's a gif.

Offline DJ Omnimaga

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Re: Dual Tile Map Editor
« Reply #3 on: December 01, 2009, 12:03:44 am »
wow very nice. Hopefully this should make it easier to edit these maps.

Technically Illusiat 13 was supposed to be dual-layer at first, but then I decided against it for two reasons: the lack of a good tile editor and not really feeling like making one, and then size became an issue (since it has 800 maps)

Offline ztrumpet

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Re: Dual Tile Map Editor
« Reply #4 on: December 01, 2009, 03:39:08 pm »
I'd say this is pretty good, although the custom menu's default isn't that great. At least it can be changed. :)

Illusiat 13 would hae been cool with Dual layer, but it looks amazing as is.  A while ago I saw that you hade made some ASCII rpgs and it took me a while to go, "Oh yeah. The Illusiat series isn't on the graphscreen." :P

Offline DJ Omnimaga

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Re: Dual Tile Map Editor
« Reply #5 on: December 02, 2009, 02:47:35 am »
yeah the major issue is how in home screen ASCII, the maps takes a total of 64849 bytes, so far. Adding dual layer would make them between 120 and 130 KB (depending of how many 2 bytes tokens such as lowercase letters versus 1 byte ones are used in the maps, one map can range from 128 to 256 bytes in size in Illusiat 13. Also, some maps are re-used many times in the game, which drags the total size down). It would make the game over 190 KB in size, more if it gets finished, so it would no longer fit on a regular 83+

Offline ztrumpet

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Re: Dual Tile Map Editor
« Reply #6 on: December 02, 2009, 03:56:52 pm »
That's also the conclusion I came up with. :( It's too bad that it's impossible to easily divide most RPGs into parts that can be easily cut up so they only have to re-send once.

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Re: Dual Tile Map Editor
« Reply #7 on: December 02, 2009, 04:45:09 pm »
I could have done this with illusiat 13 if it wasn't for the fact when you reach part 2 you can still go back in part 1 areas, unlike the previous Illusiat games. In the previous games, once you moved to another chapter, there was no coming back.

Offline jmaster797

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Re: Dual Tile Map Editor
« Reply #8 on: December 02, 2009, 05:02:48 pm »
wow that looks really cool. btw, what happened to illusiat 13?

EDIT: nvm. I should look at the downloads section before i ask that :/
« Last Edit: December 02, 2009, 05:07:14 pm by jmaster797 »
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Re: Dual Tile Map Editor
« Reply #9 on: December 02, 2009, 05:09:11 pm »
Oh, it kind of died in July after some stuff happened that made me lose motivation completly. In case I would never finish it, I decided to release it a few months ago as it is (90% complete), in case one day my hard drive would crash or something.

Offline jmaster797

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Re: Dual Tile Map Editor
« Reply #10 on: December 02, 2009, 05:16:25 pm »
Lol I know what you mean. I lost interest back in February. Only way I regained interest was when I went back to school and got bored in Physics class (my teacher speaks in monotone). Also, I was browsing ticalc.org and I saw some games I could do a better job with (such as Texas Hold'em).
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