Nintenlord Posted June 10, 2011 Share Posted June 10, 2011 (edited) Me and some other dude recently discovered a tile map making tool called Tiled. So naturally, I made an FE map inserter for it. And then I made an tutorial on how to use that inserter and making insertable maps in Tiled. Required knowledge: -How to use Nightmare. -Offsets and pointers. -Knowing the offset of some free space in the ROM. Recommended: -Basic hex editing knowledge. -Arithmetic in hexadecimal, use your computers calculator for it. Required tools: -Tiled. -Tiled map inserter and tilesets. Comes with all tilesets for all 3 GBA games. -Nightmare, Chapter Data editor and Event reference editors. -ROM.Making an insertable map: Start up Tiled and select New. Map size isn't that important as Tiled can resize maps, but start with something reasonable. You can't insert 1000x1000 tile maps to any GBA FE, so no point to make a map that size. The exact upper limit depends on the game and for FE7 it's 43x36 IIRC. Make sure orientation is Orthogonal and Tile size is 16x16: Next, pick a tileset. You can only choose one tileset per map, so choose carefully. You can't change tileset later, either. Go to Map -> New Tileset. Click on the Browse... button and go to the folder where you put the tilesets that come with the inserter. Choose one of the tilesets in there. Do not use Mappy tilesets or reference tilesets as those won't work and you won't see the problem until you've inserted the map. Let the Tiled choose the name of the file to be the name of the tileset and make sure the Tile width and height are 16 and Margin and Spacing are both 0: Now you make the map. It can be pure shit for all I care, you're here to learn how to insert a map, not how to make a good map. If you want to learn how to make a good map, ask at Art and Spriting boards. Here's what I came up with for this tutorial: If the map isn't going to contain any map changes, your map is now done and you can skip ahead to the insertion part. If your map does have map changes, then continue reading. First, right click on your only layers properties and add a new property called "Main". This will tell the inserter which layer contains the actual map instead of map change: So now, we make the map changes. Every change needs to be on it's own layer. One change can be something like a village gate closing, a village getting destroyed or a pathway appearing, so one change isn't restricted to one tile. You make the change by first adding a new layer and then adding the changed tiles to that layer. If a tile doesn't change, then you can leave that tile empty. And since empty tiles are transparent, you will see what the changed map will look like when you have the main layer visible: If you want to check that there isn't any extra tiles on the map change, you can make the map layer transparent. Now that you have the changed tiles set, you need to add properties to tell the inserter which tiles are going to be used in the map change. You will do that by using layer properties. This time, however, you need to add actual values to the properties. The properties for map changes are: ID: The ID of the map change. Must be unique for every map change for this map. X: The X coordinate of the top-left corner of map change Y: The Y coordinate of the top-left corner of map change Width: The width of the map change Height: The height of the map change Each one of these are required for the map change to work. Also, all of these values must be between 0 and 255 in decimal, not in hex. Here's what the properties of my destroyed village are: You can add any properties of your own to anything you may want as they are ignored by the inserter. However, I may add more properties for a future version of the inserter, so be careful with them. Also, I recommend giving each map change a unique and descriptive name, it will make future editing easier. Repeat this for every map change you have and you are done. Be sure that every map change gas different ID, otherwise both the inserter and the ROM will get confused. Now, your map is done:Inserting a map: Save your progress and exit Tiled. Start up Tiled map inserter and you should see the following: Pretty empty, so we'll fill it up. Tiled file is the file you saved in Tiled, so choose it. The ROM is the ROM you wish to insert the map to and the Offset is the offset of some free space in the ROM. If your map has some map changes you wish to insert, check the Insert map changes? checkbox. Now, just because the map is in the ROM the game won't automatically know where it is, so you'll need to insert the pointers as well. You can do that with two ways, either you use Event reference editors to insert the pointers or you find out the offset of the pointers and let the inserter do it for you. Either way is fairly straightforward, so i won't cover them. Here's how it looks like when I insert my map to FE7 and replace Prologue map pointer and Ch2 map changes: Now that you have the map inserted and the pointers set up, you need to tell the chapter to load correct map, tileset and map changes. For that, open the ROM in Chapter Data Editor. There's plenty of data that makes the chapter, but we are only interested in these: You remember how the tilesets name was something 10001112? The name comes from Chapter Data Editor. First two digits the Object Set 1, the next two are Object Set 2, Palette is the next two while the last two are Tile Configuration. So put that data into the module and you'll get your map use correct tileset. Your tileset may also have some animations, in which case, choose the correct one, you can find it based on the name of the tileset and animation. Then, if your map had map changes, then you also choose the correct Triggerable Map Changes. Then save and exit Nightmare as usual and you are done. Now fire up the ROM and bask in the glory of your map:The end: Now, your map may be in the ROM, used by chapter and has correct tileset, but your map changes won't trigger. This is because map changes can only be triggered by events. As for how to edit events, that isn't part of this tutorial. There are plenty of event hacking tutorials on the web, most of them made by Arch/Supreme Overtroll (whom I taught myself, so he is good), that cover map changes:Event Hacking for DummiesGeneral Archibald's Bootcamp of Event Hacking If you can master both map and event making, you will have a near-total mastery over making custom chapters in Fire Emblem, so I recommend start learning. You'll have long way ahead of you, but it'll be fun. Sometimes. >_> Edited January 21, 2017 by Primefusion Fixing broken links Quote Link to comment Share on other sites More sharing options...
Psych Posted June 10, 2011 Share Posted June 10, 2011 If you've previously inserted a map into a rom via Mappy, would inserting a Tiled Map have any ill affects? Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted June 10, 2011 Share Posted June 10, 2011 ^No and that looks awesome and beneficial in regards of using layers to manipulate tile changes Quote Link to comment Share on other sites More sharing options...
Cedar Posted June 11, 2011 Share Posted June 11, 2011 Yes! This is AWESOME. It will make massive map changes (i.e. event-based multi-map chapters) so much easier. XD Quote Link to comment Share on other sites More sharing options...
Superfan959 Posted June 11, 2011 Share Posted June 11, 2011 Thank you Nintenlord! This looks even better than I'd anticipated! Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 11, 2011 Share Posted June 11, 2011 YESSSS Holy SHIT this is SO much easier than Mappy. Quote Link to comment Share on other sites More sharing options...
BSN1194 Posted June 28, 2011 Share Posted June 28, 2011 Hey, I have a quick question. When I'm trying to insert my map, it says that there is a map change without ID and It wont copy to the ROM. Do I have to have the properties for the main layer too? Quote Link to comment Share on other sites More sharing options...
Kysafen Posted July 2, 2011 Share Posted July 2, 2011 (edited) Idiotic question initialize: What's the minimum tile resolution for a GBA map? (I presume 15x10?) Edited July 2, 2011 by Kysafen Quote Link to comment Share on other sites More sharing options...
Lord Glenn Posted July 2, 2011 Share Posted July 2, 2011 Idiotic question initialize: What's the minimum tile resolution for a GBA map? (I presume 15x10?) Yes, the minimum size is 15x10, as that will produce a map that is the exact dimensions of the GBA's screen (240x160). Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted July 2, 2011 Share Posted July 2, 2011 -ROM. Currently only FE7 and some FE6 tilesets exist, so only those ROMs are supported. More support will be added in near future. Wait, we have every tileset already found(or at least 98% of them), why not any FE8 and all of the FE6 ones? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted July 2, 2011 Author Share Posted July 2, 2011 Because we need to re-rip tilesets. And it's boring. I'll get back to it at some point. Quote Link to comment Share on other sites More sharing options...
Mighty Kamina Posted August 2, 2011 Share Posted August 2, 2011 (edited) Rather then posting my own topic I'll ask here. When I use nightmare and put the tilesets in correctly, it changes to the sacae plains tilesets... (The map layout stays the same as the map file I made on tiled and inserted though) Any suggestions? It is using the tileset 0A003A0C and it is over the prologue. Edited August 2, 2011 by Cloud Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted August 2, 2011 Share Posted August 2, 2011 Just gave this a read, sounds awesome, I think I'll try and use it if I have any major tile change chapters (or else I'm too lazy to switch methods :P). Arch/Supreme Overtroll (whom I taught myself, so he is good) So since you and I kinda had the same teacher although Icy Toast never told me much and we both figured out most of events on our own does that mean I'm as cool as you? :P Just kidding, inb4someonecallsmeoutformakingajoke Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted August 3, 2011 Author Share Posted August 3, 2011 ^Haven't read your event tutorial, so I can't really recommend it. Rather then posting my own topic I'll ask here. Please post in your own topic, this is in Hacking Tutorials, not in Hacking Questions. Quote Link to comment Share on other sites More sharing options...
Subieko Posted May 26, 2012 Share Posted May 26, 2012 Tiled Map Insertion is SO much better than Mappy, way to go Nintenlord! I have a small suggestion for the tutorial...when giving map changes ID numbers, I had assumed that they had to be hexidecimal numbers (because that's how it was when I inserted map changes with EA); the first time I tried to insert a map with more than 9 tile changes it would not insert, and it took me ages to figure out that I needed to be using '10' instead of 'A' for the ID numbers. Maybe mention in the tutorial that ID numbers must be decimal numbers? For the sake of morons like me. ^^;;; Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted May 27, 2012 Author Share Posted May 27, 2012 Done. Should have supported hex numbers from the start, but it seems I forgot. I'll add it if I get the chance. Quote Link to comment Share on other sites More sharing options...
AzureLight12 Posted May 22, 2013 Share Posted May 22, 2013 (edited) Is it possible to use this program to make custom maps from scratch for Fire Emblem d20? Preferably in the form of a picture file. If so, how do I get the FE 6, 7, and 8 Tile Sets available to use in the program? Edited May 22, 2013 by AzureLight12 Quote Link to comment Share on other sites More sharing options...
eCut Posted May 23, 2013 Share Posted May 23, 2013 Do not necropost, please. If you have a question, it's better to make a topic for it. Quote Link to comment Share on other sites More sharing options...
zerorock1312 Posted June 2, 2017 Share Posted June 2, 2017 Tileset link is broken Quote Link to comment Share on other sites More sharing options...
SwordKeanu! Posted June 18, 2017 Share Posted June 18, 2017 I dont get it, what is this "write map pointer to.." and " write map changes to"? and that offset...is that the code of the chapter( Nightmarre+FE7 -> Event table references -> 0x00-0x01 sacaeplains = Pointer is 0x0834c74c)? I dont know where I will get it, I dont quite understand well Quote Link to comment Share on other sites More sharing options...
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