- Support pokegold-spaceworld Town Map format
- Add Full Screen mode (F11)
- Rename "GBA tiles + 8bpp palettes" format to "GBA tiles + 8bpp palette" (since it only has one)
- In the Saved dialog, mention both the .tilemap and .attrmap files if both exist
- Don't reset the Image to Tiles dialog's format on reopening
- Add a Brushed Metal theme
- Rename the Metal theme to Ocean (the default Java Swing Look&Feel)
Assets
4
- Image to Tiles dialog's Palette checkbox is on by default
- RBY Town Map tilemaps default to a 4x4 tileset instead of 16x1
- pokered's
EMAP/IMAPmacros are nowexternal_map/internal_map - Refactor the code using C++17 features
- Fix some internal issues found with static analysis
Assets
2
- Reorganize the Image to Tiles dialog UI
- Image to Tiles can specify a color #0 for every palette
- Image to Tiles dialog reopens without losing settings if creating the tiles fails
- Options→Auto-Load Tileset will load a tileset image with the same name as a tilemap
- Tilemap→Print can export to an image or copy to the clipboard
- Fix: placing flipped multiselected tiles past the edges of the tilemap
- Fix: JASC palette files use DOS line endings ("
\r\n") - Placing multiselected tiles from within the tilemap will place their palettes too
- Prefix hexadecimal number spinners with "$"
- Add a Tilemap→Exit menu item
Assets
2
Image to Tiles changes:
- GSC and PC Town Map formats create a town_map_palette_map.asm file along with a palette
- Plain tilemaps can create 8BPP palettes
- Auto-opens the tilemap with the correct width
- Palettes can be saved as RGB ASM, JASC PAL, ACT, GPL, PNG, or BMP
Other changes:
- Separate GBA 4BPP and 8BPP tilemap formats
- Support reading 8BPP tileset images
- Support writing BMP screenshots and tilesets
- Default saved image file extension depends on file type filter
- Zooming does not reset the scroll position
- Tilemap Studio.prefs or tilemapstudio.prefs in the same directory as tilemapstudio.exe can be used for portable preferences
Assets
2
- Select multiple tiles from the tileset or tilemap by left- or right-dragging
- Support SNES tilemaps with tile+attribute byte pairs
- Change the tileset width
- Fix saving a New tilemap formatted as a GBC tilemap + attrmap
- Labels clarify input and output in Image to Tiles dialog
- Fix some memory leaks
- Build with Visual Studio 2019
Assets
2
- Encode tileset images as 2-bit or 4-bit grayscale PNGs when a .pal file is generated
- Add a new dark High Contrast theme
- Some graphical improvements for themes
Assets
2
- Image to Tiles can create ASM or JASC .pal files using superfamiconv's optimizing algorithm
- Zoom the tilemap from 1x to 10x
- Support 4BPP tileset graphics
- New tilemaps with palettes start with palette 0
- Indicate tile bank with italic and/or bold IDs for tiles without graphics
- Detect .tilemap.rle as Pokégear card, not RBY Town Map
- Some GUI improvements
Assets
2
- Support GB, GBC, and GBA tilemap formats with up to 1,024 tiles, 16 palettes, and all GBC attribute bits
- Support paired GBC .tilemap and .attrmap files
- Highlight all occurrences of a tile in the tilemap by right-clicking it in the tileset; right-click again to un-highlight
- Redesigned interface with a standard toolbar and tileset+palette arrays on the left
- Split File menu into Tilemap and Tileset menus
Assets
2
- Support the
EMAPlandmark macro for RBY Town Map
Assets
2
- Remove unused RLE format and refactor other formats
- Alt+click to swap tiles
- Optional grid with dotted lines (Ctrl+G)
- Change some toolbar icons
- Update example ASCII tileset
Assets
2
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