Releases: Trinsic64/Pokemon-DS-Map-Studio
Release list
v2.3.4
Pokemon DS Map Studio 2.3.4 - Palette Workflow and Bulk Tile Editing
This patch expands palette-folder organization, makes folder imports safer,
and adds selection-aware editing to the Tileset Editor.
Folder Import and Organization
- Added a folder-aware, two-pane import selector with native Ctrl/Shift tile
selection and live new/duplicate counts. - Added visual duplicate comparisons with per-tile Keep Original and
Overwrite choices before import. - Added a persistent Favorites folder. Favoriting a tile adds another
palette occurrence without removing it from its existing folders. - Added direct-child Sort Subfolders options for A-Z, Z-A, most tiles, and
fewest tiles while leaving tiles, deeper ordering, and unrelated folders
unchanged. - Disabled accidental folder-tile dragging in the main map window while
retaining palette arrangement tools in the Tileset Editor.
Tileset Editor
- Material changes now replace the active source material across highlighted
tiles that use it and skip selected tiles that do not. - Tile size, offsets, tileability, global texture mapping, and texture scale
changes now apply consistently across the highlighted tile selection. - Improved duplicate placement so one-row groups stay on the same row when
possible, multi-row shapes are preserved, and lower rows are shifted without
introducing tile overlap.
Global Map Editor
- Fixed stale viewport blitting that could duplicate Tileset B folder headers
while scrolling upward through several open subfolders.
Pokemon DS Map Studio 2.3.3 - Height Transfer and Tile List Polish
This patch makes height-only layer transfers explicit and restores a cleaner
flat transparency backdrop in tile folders.
Improvements
- Added clear Tiles only, Heights only, and Tiles + heights data
modes to the Global Layer Editor. - Heights only copies height values from the chosen source layer to the
target layer without changing tiles in either layer. - Height-only operations use the existing current/all-selected-chunks scope,
undo history, live preview highlighting, and target cell-change count. - Removed the per-tile outline from transparency backdrops in tile folders
while retaining the flat opaque grey transparency color. - Kept the tile-list presentation change isolated from Global Map Editor map
rendering.
Pokemon DS Map Studio 2.3.2 - Building and Global Editing Release
This release brings the Building Enhancement and Global Map Editor work into
the Trinsic enhanced-tools line as PDSMS v2.3.2.
Global Editing
- Added the Global Tile Editor, Global Layer Editor, and
Global Height Editor for visually editing selected Matrix chunks. - Added tile replacement, deletion through Empty Tile, bidirectional tile
swaps, layer copy, cut and paste, complete layer swaps, height adjustment,
and height reset. - Added live operation diagrams with tile previews, source and target layers,
match counts, target-change counts, and current/all-chunk scope. - Added visible Current Map and Preview Map highlighting for affected tiles.
- Added independent L1-L9 scopes for every selected chunk, direct checkbox
editing, clickable whole-column toggles, and right-click Check all /
Uncheck all actions. - Global edits across multiple maps and layers are recorded as one undoable
operation.
Tile and Selection Workflow
- Imported tile folders are immediately rendered and can be selectively
included during import. - Restored middle-mouse flood fill.
- Separated tile and height clipboard data so normal tile copy/cut/paste
preserves destination heights. - Added dedicated tile/height clipboard behavior while Height Edit Mode is
active. - Restored a consistent transparency backdrop in standard tile lists without
changing Global Map Editor rendering.
Integrated Improvements
- Preserved the safe Replace and Remap workflow for project-wide tile-ID
remapping. - Included the toolbar, selection, exporter, collision-label, file-dialog,
dependency, and move-permission fixes integrated by this branch. - Restricted local JAR loading to the three required bundled libraries so
stray or legacy JARs cannot alter builds.
Pokemon DS Map Studio 2.3.1 - Enhanced Tools Release
Download and Packaging Improvements
- Added a ready-to-run Windows package with its own Java runtime and
.exelauncher. - Added a portable ZIP with Windows and Linux/macOS launch scripts.
- Included the expected root-level
converterfolder, Xerces runtime DLLs, and setup instructions. - Included README and release notes inside each distribution.
- Added automated tagged releases and SHA-256 checksum generation.
g3dcvtr.exeremains user-supplied and is not redistributed.- Added
xerces-c_2_5_0.dll, which is required by the testedg3dcvtr.exebuild; it may coexist withxerces-c_2_8.dll.
This release expands Pokemon DS Map Studio with new map-selection tools, Smart Drawing workflows, tile organization, portable metadata, and collision-default editing.
New Map Selection Tools
- Rectangle selection
- Lasso selection
- Wand selection
- Move selected tiles
- Copy, cut, paste, duplicate, and delete selections
- Rotate and flip selections
- Fill a selection with the currently selected tile
- Selection operations across map boundaries
- Undo support for selection edits
Selection Shortcuts
| Action | Shortcut |
|---|---|
| Select all | Ctrl+A |
| Copy | Ctrl+C |
| Cut | Ctrl+X |
| Paste | Ctrl+V |
| Fill selection | Ctrl+F |
| Deselect | Ctrl+D |
| Delete selection | Delete |
Choose a selection tool from the main toolbar, select the required tiles, and then use the toolbar actions, keyboard shortcuts, or selection context menu.
Smart Tools
- Smart freehand drawing with automatic edges and corners
- Smart line drawing
- Smart rectangle drawing
- Smart circle drawing
- Smart wand selection
- Smart rotation and flipping
- Inverted Smart Drawing shapes using the right mouse button
- Smart Drawing templates generated from arranged folder tiles
Select a Smart Drawing reference, enable Smart Tools, and use the normal drawing or shape tools on the map. Draw with the left mouse button for the standard form or the right mouse button for its inverted form.
Tile Folders
- Create folders and nested subfolders
- Arrange tiles in custom grid layouts
- Keep empty layout spaces without creating placeholder tile IDs
- Drag and drop tiles between folders
- Move or remove tiles using the tile context menu
- Pin folders for access while browsing long tilesets
- Expand, collapse, resize, reorder, and scroll folders
- Give folder tiles independent display sizes without changing game tile dimensions
- Duplicate tile groups while preserving their folder arrangement
- Organize Smart Drawing templates into expandable groups
- Keep folder order independent from the game-facing All Tiles order
Right-click a folder or tile in the Tile List to access its organization, layout, display-size, movement, import, and export commands. Folder layouts are available in both the main window and the Tileset Editor.
Portable Tile Metadata
- Export individual folders as portable bundles
- Import folders without replacing existing folder structures
- Import bundles containing tiles that are not already in the destination tileset
- Preserve folder hierarchy and layout slots
- Preserve tile names and folder display sizes
- Preserve collision defaults
- Preserve Smart Drawing organization
Use the folder context menu to export a folder bundle. Import the bundle into another compatible tileset to add its folder structure and included metadata.
Collision Defaults
- Define collision defaults for both collision layers
- Create collision footprints larger than a tile's game dimensions
- Use folder display size as the collision-footprint reference
- Paint or clear collision values one cell at a time
- Fill or clear an entire collision layer
- Copy and paste one collision layer
- Copy and paste complete collision defaults
- Edit collision defaults from tile context menus
- Dedicated Collision Defaults workspace in the Tileset Editor
- Automatically apply defaults while drawing with Auto Coll.
Open the Collision Defaults tab in the Tileset Editor and select a tile from the Tile Selector. Choose a collision value, then left-click or drag to paint cells. Right-click a footprint cell to sample its collision value. Use Copy Layer, Paste Layer, Copy All, and Paste All to reuse settings efficiently.
Enable Auto Coll. in the main map tools when collision defaults should be applied automatically as tiles are painted.
Tileset Editor Enhancements
- Multi-tile selection follows the visible folder layout order
- Move and organize folder tiles without changing All Tiles ordering
- Duplicate selected tile arrangements into new layout space
- Create Smart Drawing templates from selected folder layouts
- Assign and remove multiple selected tiles from folders
- Edit collision defaults while browsing the tileset
Use the Tile Selector to choose one or more tiles. Folder-based selection and movement operate on the folder arrangement, while All Tiles continues to represent the tileset's game-data order.
Credits
- Pokemon DS Map Studio: AdAstra-LD and the original PDSMS contributors
- Enhanced tools and feature design: Trinsic64
- Development assistance: Claude Code and OpenAI Codex
Pokemon is a trademark of Nintendo, Creatures Inc., and GAME FREAK inc. This is an unofficial community project and is not affiliated with or endorsed by those companies.
v2.3.3
Pokemon DS Map Studio 2.3.3 - Height Transfer and Tile List Polish
This patch makes height-only layer transfers explicit and restores a cleaner
flat transparency backdrop in tile folders.
Improvements
- Added clear Tiles only, Heights only, and Tiles + heights data
modes to the Global Layer Editor. - Heights only copies height values from the chosen source layer to the
target layer without changing tiles in either layer. - Height-only operations use the existing current/all-selected-chunks scope,
undo history, live preview highlighting, and target cell-change count. - Removed the per-tile outline from transparency backdrops in tile folders
while retaining the flat opaque grey transparency color. - Kept the tile-list presentation change isolated from Global Map Editor map
rendering.
Pokemon DS Map Studio 2.3.2 - Building and Global Editing Release
This release brings the Building Enhancement and Global Map Editor work into
the Trinsic enhanced-tools line as PDSMS v2.3.2.
Global Editing
- Added the Global Tile Editor, Global Layer Editor, and
Global Height Editor for visually editing selected Matrix chunks. - Added tile replacement, deletion through Empty Tile, bidirectional tile
swaps, layer copy, cut and paste, complete layer swaps, height adjustment,
and height reset. - Added live operation diagrams with tile previews, source and target layers,
match counts, target-change counts, and current/all-chunk scope. - Added visible Current Map and Preview Map highlighting for affected tiles.
- Added independent L1-L9 scopes for every selected chunk, direct checkbox
editing, clickable whole-column toggles, and right-click Check all /
Uncheck all actions. - Global edits across multiple maps and layers are recorded as one undoable
operation.
Tile and Selection Workflow
- Imported tile folders are immediately rendered and can be selectively
included during import. - Restored middle-mouse flood fill.
- Separated tile and height clipboard data so normal tile copy/cut/paste
preserves destination heights. - Added dedicated tile/height clipboard behavior while Height Edit Mode is
active. - Restored a consistent transparency backdrop in standard tile lists without
changing Global Map Editor rendering.
Integrated Improvements
- Preserved the safe Replace and Remap workflow for project-wide tile-ID
remapping. - Included the toolbar, selection, exporter, collision-label, file-dialog,
dependency, and move-permission fixes integrated by this branch. - Restricted local JAR loading to the three required bundled libraries so
stray or legacy JARs cannot alter builds.
Pokemon DS Map Studio 2.3.1 - Enhanced Tools Release
Download and Packaging Improvements
- Added a ready-to-run Windows package with its own Java runtime and
.exelauncher. - Added a portable ZIP with Windows and Linux/macOS launch scripts.
- Included the expected root-level
converterfolder, Xerces runtime DLLs, and setup instructions. - Included README and release notes inside each distribution.
- Added automated tagged releases and SHA-256 checksum generation.
g3dcvtr.exeremains user-supplied and is not redistributed.- Added
xerces-c_2_5_0.dll, which is required by the testedg3dcvtr.exebuild; it may coexist withxerces-c_2_8.dll.
This release expands Pokemon DS Map Studio with new map-selection tools, Smart Drawing workflows, tile organization, portable metadata, and collision-default editing.
New Map Selection Tools
- Rectangle selection
- Lasso selection
- Wand selection
- Move selected tiles
- Copy, cut, paste, duplicate, and delete selections
- Rotate and flip selections
- Fill a selection with the currently selected tile
- Selection operations across map boundaries
- Undo support for selection edits
Selection Shortcuts
| Action | Shortcut |
|---|---|
| Select all | Ctrl+A |
| Copy | Ctrl+C |
| Cut | Ctrl+X |
| Paste | Ctrl+V |
| Fill selection | Ctrl+F |
| Deselect | Ctrl+D |
| Delete selection | Delete |
Choose a selection tool from the main toolbar, select the required tiles, and then use the toolbar actions, keyboard shortcuts, or selection context menu.
Smart Tools
- Smart freehand drawing with automatic edges and corners
- Smart line drawing
- Smart rectangle drawing
- Smart circle drawing
- Smart wand selection
- Smart rotation and flipping
- Inverted Smart Drawing shapes using the right mouse button
- Smart Drawing templates generated from arranged folder tiles
Select a Smart Drawing reference, enable Smart Tools, and use the normal drawing or shape tools on the map. Draw with the left mouse button for the standard form or the right mouse button for its inverted form.
Tile Folders
- Create folders and nested subfolders
- Arrange tiles in custom grid layouts
- Keep empty layout spaces without creating placeholder tile IDs
- Drag and drop tiles between folders
- Move or remove tiles using the tile context menu
- Pin folders for access while browsing long tilesets
- Expand, collapse, resize, reorder, and scroll folders
- Give folder tiles independent display sizes without changing game tile dimensions
- Duplicate tile groups while preserving their folder arrangement
- Organize Smart Drawing templates into expandable groups
- Keep folder order independent from the game-facing All Tiles order
Right-click a folder or tile in the Tile List to access its organization, layout, display-size, movement, import, and export commands. Folder layouts are available in both the main window and the Tileset Editor.
Portable Tile Metadata
- Export individual folders as portable bundles
- Import folders without replacing existing folder structures
- Import bundles containing tiles that are not already in the destination tileset
- Preserve folder hierarchy and layout slots
- Preserve tile names and folder display sizes
- Preserve collision defaults
- Preserve Smart Drawing organization
Use the folder context menu to export a folder bundle. Import the bundle into another compatible tileset to add its folder structure and included metadata.
Collision Defaults
- Define collision defaults for both collision layers
- Create collision footprints larger than a tile's game dimensions
- Use folder display size as the collision-footprint reference
- Paint or clear collision values one cell at a time
- Fill or clear an entire collision layer
- Copy and paste one collision layer
- Copy and paste complete collision defaults
- Edit collision defaults from tile context menus
- Dedicated Collision Defaults workspace in the Tileset Editor
- Automatically apply defaults while drawing with Auto Coll.
Open the Collision Defaults tab in the Tileset Editor and select a tile from the Tile Selector. Choose a collision value, then left-click or drag to paint cells. Right-click a footprint cell to sample its collision value. Use Copy Layer, Paste Layer, Copy All, and Paste All to reuse settings efficiently.
Enable Auto Coll. in the main map tools when collision defaults should be applied automatically as tiles are painted.
Tileset Editor Enhancements
- Multi-tile selection follows the visible folder layout order
- Move and organize folder tiles without changing All Tiles ordering
- Duplicate selected tile arrangements into new layout space
- Create Smart Drawing templates from selected folder layouts
- Assign and remove multiple selected tiles from folders
- Edit collision defaults while browsing the tileset
Use the Tile Selector to choose one or more tiles. Folder-based selection and movement operate on the folder arrangement, while All Tiles continues to represent the tileset's game-data order.
Credits
- Pokemon DS Map Studio: AdAstra-LD and the original PDSMS contributors
- Enhanced tools and feature design: Trinsic64
- Development assistance: Claude Code and OpenAI Codex
Pokemon is a trademark of Nintendo, Creatures Inc., and GAME FREAK inc. This is an unofficial community project and is not affiliated with or endorsed by those companies.
v2.3.2
Pokemon DS Map Studio 2.3.2 - Building and Global Editing Release
This release brings the Building Enhancement and Global Map Editor work into
the Trinsic enhanced-tools line as PDSMS v2.3.2.
Global Editing
- Added the Global Tile Editor, Global Layer Editor, and
Global Height Editor for visually editing selected Matrix chunks. - Added tile replacement, deletion through Empty Tile, bidirectional tile
swaps, layer copy, cut and paste, complete layer swaps, height adjustment,
and height reset. - Added live operation diagrams with tile previews, source and target layers,
match counts, target-change counts, and current/all-chunk scope. - Added visible Current Map and Preview Map highlighting for affected tiles.
- Added independent L1-L9 scopes for every selected chunk, direct checkbox
editing, clickable whole-column toggles, and right-click Check all /
Uncheck all actions. - Global edits across multiple maps and layers are recorded as one undoable
operation.
Tile and Selection Workflow
- Imported tile folders are immediately rendered and can be selectively
included during import. - Restored middle-mouse flood fill.
- Separated tile and height clipboard data so normal tile copy/cut/paste
preserves destination heights. - Added dedicated tile/height clipboard behavior while Height Edit Mode is
active. - Restored a consistent transparency backdrop in standard tile lists without
changing Global Map Editor rendering.
Integrated Improvements
- Preserved the safe Replace and Remap workflow for project-wide tile-ID
remapping. - Included the toolbar, selection, exporter, collision-label, file-dialog,
dependency, and move-permission fixes integrated by this branch. - Restricted local JAR loading to the three required bundled libraries so
stray or legacy JARs cannot alter builds.
Pokemon DS Map Studio 2.3.1 - Enhanced Tools Release
Download and Packaging Improvements
- Added a ready-to-run Windows package with its own Java runtime and
.exelauncher. - Added a portable ZIP with Windows and Linux/macOS launch scripts.
- Included the expected root-level
converterfolder, Xerces runtime DLLs, and setup instructions. - Included README and release notes inside each distribution.
- Added automated tagged releases and SHA-256 checksum generation.
g3dcvtr.exeremains user-supplied and is not redistributed.- Added
xerces-c_2_5_0.dll, which is required by the testedg3dcvtr.exebuild; it may coexist withxerces-c_2_8.dll.
This release expands Pokemon DS Map Studio with new map-selection tools, Smart Drawing workflows, tile organization, portable metadata, and collision-default editing.
New Map Selection Tools
- Rectangle selection
- Lasso selection
- Wand selection
- Move selected tiles
- Copy, cut, paste, duplicate, and delete selections
- Rotate and flip selections
- Fill a selection with the currently selected tile
- Selection operations across map boundaries
- Undo support for selection edits
Selection Shortcuts
| Action | Shortcut |
|---|---|
| Select all | Ctrl+A |
| Copy | Ctrl+C |
| Cut | Ctrl+X |
| Paste | Ctrl+V |
| Fill selection | Ctrl+F |
| Deselect | Ctrl+D |
| Delete selection | Delete |
Choose a selection tool from the main toolbar, select the required tiles, and then use the toolbar actions, keyboard shortcuts, or selection context menu.
Smart Tools
- Smart freehand drawing with automatic edges and corners
- Smart line drawing
- Smart rectangle drawing
- Smart circle drawing
- Smart wand selection
- Smart rotation and flipping
- Inverted Smart Drawing shapes using the right mouse button
- Smart Drawing templates generated from arranged folder tiles
Select a Smart Drawing reference, enable Smart Tools, and use the normal drawing or shape tools on the map. Draw with the left mouse button for the standard form or the right mouse button for its inverted form.
Tile Folders
- Create folders and nested subfolders
- Arrange tiles in custom grid layouts
- Keep empty layout spaces without creating placeholder tile IDs
- Drag and drop tiles between folders
- Move or remove tiles using the tile context menu
- Pin folders for access while browsing long tilesets
- Expand, collapse, resize, reorder, and scroll folders
- Give folder tiles independent display sizes without changing game tile dimensions
- Duplicate tile groups while preserving their folder arrangement
- Organize Smart Drawing templates into expandable groups
- Keep folder order independent from the game-facing All Tiles order
Right-click a folder or tile in the Tile List to access its organization, layout, display-size, movement, import, and export commands. Folder layouts are available in both the main window and the Tileset Editor.
Portable Tile Metadata
- Export individual folders as portable bundles
- Import folders without replacing existing folder structures
- Import bundles containing tiles that are not already in the destination tileset
- Preserve folder hierarchy and layout slots
- Preserve tile names and folder display sizes
- Preserve collision defaults
- Preserve Smart Drawing organization
Use the folder context menu to export a folder bundle. Import the bundle into another compatible tileset to add its folder structure and included metadata.
Collision Defaults
- Define collision defaults for both collision layers
- Create collision footprints larger than a tile's game dimensions
- Use folder display size as the collision-footprint reference
- Paint or clear collision values one cell at a time
- Fill or clear an entire collision layer
- Copy and paste one collision layer
- Copy and paste complete collision defaults
- Edit collision defaults from tile context menus
- Dedicated Collision Defaults workspace in the Tileset Editor
- Automatically apply defaults while drawing with Auto Coll.
Open the Collision Defaults tab in the Tileset Editor and select a tile from the Tile Selector. Choose a collision value, then left-click or drag to paint cells. Right-click a footprint cell to sample its collision value. Use Copy Layer, Paste Layer, Copy All, and Paste All to reuse settings efficiently.
Enable Auto Coll. in the main map tools when collision defaults should be applied automatically as tiles are painted.
Tileset Editor Enhancements
- Multi-tile selection follows the visible folder layout order
- Move and organize folder tiles without changing All Tiles ordering
- Duplicate selected tile arrangements into new layout space
- Create Smart Drawing templates from selected folder layouts
- Assign and remove multiple selected tiles from folders
- Edit collision defaults while browsing the tileset
Use the Tile Selector to choose one or more tiles. Folder-based selection and movement operate on the folder arrangement, while All Tiles continues to represent the tileset's game-data order.
Credits
- Pokemon DS Map Studio: AdAstra-LD and the original PDSMS contributors
- Enhanced tools and feature design: Trinsic64
- Development assistance: Claude Code and OpenAI Codex
Pokemon is a trademark of Nintendo, Creatures Inc., and GAME FREAK inc. This is an unofficial community project and is not affiliated with or endorsed by those companies.
v2.3.1
Pokemon DS Map Studio 2.3.1 - Enhanced Tools Release
Download and Packaging Improvements
- Added a ready-to-run Windows package with its own Java runtime and
.exelauncher. - Added a portable ZIP with Windows and Linux/macOS launch scripts.
- Included the expected root-level
converterfolder, supporting DLL, and setup instructions. - Included README and release notes inside each distribution.
- Added automated tagged releases and SHA-256 checksum generation.
g3dcvtr.exeremains user-supplied and is not redistributed.
This release expands Pokemon DS Map Studio with new map-selection tools, Smart Drawing workflows, tile organization, portable metadata, and collision-default editing.
New Map Selection Tools
- Rectangle selection
- Lasso selection
- Wand selection
- Move selected tiles
- Copy, cut, paste, duplicate, and delete selections
- Rotate and flip selections
- Fill a selection with the currently selected tile
- Selection operations across map boundaries
- Undo support for selection edits
Selection Shortcuts
| Action | Shortcut |
|---|---|
| Select all | Ctrl+A |
| Copy | Ctrl+C |
| Cut | Ctrl+X |
| Paste | Ctrl+V |
| Fill selection | Ctrl+F |
| Deselect | Ctrl+D |
| Delete selection | Delete |
Choose a selection tool from the main toolbar, select the required tiles, and then use the toolbar actions, keyboard shortcuts, or selection context menu.
Smart Tools
- Smart freehand drawing with automatic edges and corners
- Smart line drawing
- Smart rectangle drawing
- Smart circle drawing
- Smart wand selection
- Smart rotation and flipping
- Inverted Smart Drawing shapes using the right mouse button
- Smart Drawing templates generated from arranged folder tiles
Select a Smart Drawing reference, enable Smart Tools, and use the normal drawing or shape tools on the map. Draw with the left mouse button for the standard form or the right mouse button for its inverted form.
Tile Folders
- Create folders and nested subfolders
- Arrange tiles in custom grid layouts
- Keep empty layout spaces without creating placeholder tile IDs
- Drag and drop tiles between folders
- Move or remove tiles using the tile context menu
- Pin folders for access while browsing long tilesets
- Expand, collapse, resize, reorder, and scroll folders
- Give folder tiles independent display sizes without changing game tile dimensions
- Duplicate tile groups while preserving their folder arrangement
- Organize Smart Drawing templates into expandable groups
- Keep folder order independent from the game-facing All Tiles order
Right-click a folder or tile in the Tile List to access its organization, layout, display-size, movement, import, and export commands. Folder layouts are available in both the main window and the Tileset Editor.
Portable Tile Metadata
- Export individual folders as portable bundles
- Import folders without replacing existing folder structures
- Import bundles containing tiles that are not already in the destination tileset
- Preserve folder hierarchy and layout slots
- Preserve tile names and folder display sizes
- Preserve collision defaults
- Preserve Smart Drawing organization
Use the folder context menu to export a folder bundle. Import the bundle into another compatible tileset to add its folder structure and included metadata.
Collision Defaults
- Define collision defaults for both collision layers
- Create collision footprints larger than a tile's game dimensions
- Use folder display size as the collision-footprint reference
- Paint or clear collision values one cell at a time
- Fill or clear an entire collision layer
- Copy and paste one collision layer
- Copy and paste complete collision defaults
- Edit collision defaults from tile context menus
- Dedicated Collision Defaults workspace in the Tileset Editor
- Automatically apply defaults while drawing with Auto Coll.
Open the Collision Defaults tab in the Tileset Editor and select a tile from the Tile Selector. Choose a collision value, then left-click or drag to paint cells. Right-click a footprint cell to sample its collision value. Use Copy Layer, Paste Layer, Copy All, and Paste All to reuse settings efficiently.
Enable Auto Coll. in the main map tools when collision defaults should be applied automatically as tiles are painted.
Tileset Editor Enhancements
- Multi-tile selection follows the visible folder layout order
- Move and organize folder tiles without changing All Tiles ordering
- Duplicate selected tile arrangements into new layout space
- Create Smart Drawing templates from selected folder layouts
- Assign and remove multiple selected tiles from folders
- Edit collision defaults while browsing the tileset
Use the Tile Selector to choose one or more tiles. Folder-based selection and movement operate on the folder arrangement, while All Tiles continues to represent the tileset's game-data order.
Credits
- Pokemon DS Map Studio: AdAstra-LD and the original PDSMS contributors
- Enhanced tools and feature design: Trinsic64
- Development assistance: Claude Code and OpenAI Codex
Pokemon is a trademark of Nintendo, Creatures Inc., and GAME FREAK inc. This is an unofficial community project and is not affiliated with or endorsed by those companies.
PDSMS v2.3.0 Enhanced Tools
Pokémon DS Map Studio v2.3.0
This release expands Pokémon DS Map Studio with map-selection tools, Smart Drawing improvements, hierarchical tile organization, portable metadata and collision-default workflows.
New Map Selection Tools
- Rectangle selection
- Lasso selection
- Wand selection
- Move selected tiles
- Copy, cut, paste, duplicate, and delete selections
- Rotate and flip selections
- Fill a selection with the currently selected tile
- Selection operations across map boundaries
- Undo support for selection edits
Selection Shortcuts
| Action | Shortcut |
|---|---|
| Select all | Ctrl+A |
| Copy | Ctrl+C |
| Cut | Ctrl+X |
| Paste | Ctrl+V |
| Fill selection | Ctrl+F |
| Deselect | Ctrl+D |
| Delete selection | Delete |
Choose a selection tool from the main toolbar, select the required tiles, and then use the toolbar actions, keyboard shortcuts, or selection context menu.
Smart Tools
- Smart freehand drawing with automatic edges and corners
- Smart line drawing
- Smart rectangle drawing
- Smart circle drawing
- Smart wand selection
- Smart rotation and flipping
- Inverted Smart Drawing shapes using the right mouse button
- Smart Drawing templates generated from arranged folder tiles
Select a Smart Drawing reference, enable Smart Tools, and use the normal drawing or shape tools on the map. Draw with the left mouse button for the standard form or the right mouse button for its inverted form.
Tile Folders
- Create folders and nested subfolders
- Arrange tiles in custom grid layouts
- Keep empty layout spaces without creating placeholder tile IDs
- Drag and drop tiles between folders
- Move or remove tiles using the tile context menu
- Pin folders for access while browsing long tilesets
- Expand, collapse, resize, reorder, and scroll folders
- Give folder tiles independent display sizes without changing game tile dimensions
- Duplicate tile groups while preserving their folder arrangement
- Organize Smart Drawing templates into expandable groups
- Keep folder order independent from the game-facing All Tiles order
Right-click a folder or tile in the Tile List to access its organization, layout, display-size, movement, import, and export commands. Folder layouts are available in both the main window and the Tileset Editor.
Portable Tile Metadata
- Export individual folders as portable bundles
- Import folders without replacing existing folder structures
- Import bundles containing tiles that are not already in the destination tileset
- Preserve folder hierarchy and layout slots
- Preserve tile names and folder display sizes
- Preserve collision defaults
- Preserve Smart Drawing organization
Use the folder context menu to export a folder bundle. Import the bundle into another compatible tileset to add its folder structure and included metadata.
Collision Defaults
- Define collision defaults for both collision layers
- Create collision footprints larger than a tile's game dimensions
- Use folder display size as the collision-footprint reference
- Paint or clear collision values one cell at a time
- Fill or clear an entire collision layer
- Copy and paste one collision layer
- Copy and paste complete collision defaults
- Edit collision defaults from tile context menus
- Dedicated Collision Defaults workspace in the Tileset Editor
- Automatically apply defaults while drawing with Auto Coll.
Open the Collision Defaults tab in the Tileset Editor and select a tile from the Tile Selector. Choose a collision value, then left-click or drag to paint cells. Right-click a footprint cell to sample its collision value. Use Copy Layer, Paste Layer, Copy All, and Paste All to reuse settings efficiently.
Enable Auto Coll. in the main map tools when collision defaults should be applied automatically as tiles are painted.
Tileset Editor Enhancements
- Multi-tile selection follows the visible folder layout order
- Move and organize folder tiles without changing All Tiles ordering
- Duplicate selected tile arrangements into new layout space
- Create Smart Drawing templates from selected folder layouts
- Assign and remove multiple selected tiles from folders
- Edit collision defaults while browsing the tileset
Use the Tile Selector to choose one or more tiles. Folder-based selection and movement operate on the folder arrangement, while All Tiles continues to represent the tileset's game-data order.
Installation
-
Install Java 21.
-
Download
Pokemon DS Map Studio-2.3.0.jar. -
Run it by double-clicking the JAR or with:
java -jar "Pokemon DS Map Studio-2.3.0.jar"
For IMD-to-NSBMD conversion, provide g3dcvtr.exe and its required DLL files separately in the converter directory.
Important
Back up important PDSMAP projects and tilesets before opening and saving them with a new version.
Tile metadata is stored separately from the original tileset data. Older versions of Pokemon DS Map Studio will not understand the enhanced metadata features, but the authoritative All Tiles order remains the source used for game tile data.
Credits
Pokemon DS Map Studio was originally developed by Trifindo and is maintained by AdAstra-LD.