Hi, I was porting a game I made for the game boy to SGDK. You can export the entire map created in gameboy map builder (with every tile using 4 colours), to a big image. Then I use rescomp (works great) as stef said.
Stef wrote: ↑Sat Jun 16, 2018 7:55 pm
Myself i'm using Tiled to edit the map then just use the PNG export and feed rescomp with it, it will automatically rebuilt the tilemap out of it.
You may need to convert the PNG to indexed format.
But... I just wanted to import the already created tileset / map array, without using rescomp, and it never works
.
Using the scroll sample
viewtopic.php?f=19&t=2771 did not help, because if I try to create a map and tileset from the sample images (using tiled for example), it stops working and the maps look corrupted.
Using rescomp you have to create big images containing huge maps, and every map rescomp generates, there is also a new tileset. I want to have a lot of maps sharing just one tileset.
I tried Tiled, and also gameboy map builder, and no luck, the tileset might be loaded correctly, but only the map arrays generated by rescomp are working.
Also I wanted to ask if it is possible to use more than 1 palette on the same plane, something like in the game boy color, you have a map array containing the tile index, and another map containing the tile palettes. And if a software like BEEhive can export maps like this.
Thanks.
EDIT: I think I discovered the problem.
When rescomp converts tilesets created with other programs, it flips some tiles to optimize the map, so the tileset loaded may have some missing tiles from the original image, and you can't recreate the map again
.
If you use 16x16 tiles to make a map, be sure they are not symmetrical, so that the flipping optimization does not change the tileset.
I also read about rescomp being able to use 64 colour images for planes, (Awesome).