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ZodiacDaGreat
April 28th, 2011, 09:58 PM
A personalised map editor for the Advance Generation games that is coded in C# targeting the .Net Framework 3.5.

Screens
Map Editor View (http://i43.tinypic.com/2mdmqsm.png)
Attributes View (http://i43.tinypic.com/2u5zvhf.jpg)
Map Properties View (http://i44.tinypic.com/152et52.png)
Map Header View (http://i44.tinypic.com/5tkxt.jpg)

Credits & Greets
Gamer2020 - Inspiring me to code a editor.
Kyoufu Kawa - His map editor tutorial.
Lin - Help with C# drawing functions that really speed up map loading.
LU-HO - His map editor's interface & design and the tutorials he wrote.

Full Metal
April 29th, 2011, 12:27 PM
Well, it looks nice.
Although, at this point it is kind of ... pointless (?)
Unless you plan on adding more to it, than what we already have in advance map.
IDK. That's just my opinion I guess.
Some suggestions:
Full-Screen Mode (?)
"Floating Toolbars" { for the tile selectors } ( eg, in paintXP you could drag the color palette off the borders, and it's a "floating toolbar" )
hm...yea. Of course, it probably wouldn't hurt to integrate your tileset manager / door editor either? :)
hm...oh, and event support. You should get some of that too. :P ( Perhaps HM would be willing to share some XSE stuff for integrated script editor? )
These are all just ideas off the top of my head, for improvement. It looks completely fine as it is right now though. :)

Darthatron
April 29th, 2011, 12:47 PM
1. I would love the see the source some time.
2. Might I suggest a different style of movement permissions? Where...

The height is represented by a number (eg 1, 2, 3, 4, etc) or color.
The permission is based on color (eg Red = blocked, Blue = accessable) or a symbol.

Or something similar? I never really liked the numbered system that there currently is. It doesn't feel like a tool, but just dressed up hex. But that's just me.
3. Better big-block selection. Like the marquee tool in PhotoShop?
4. Copy/Paste.
5. I would love the see the source some time. :P

ZodiacDaGreat
April 29th, 2011, 07:46 PM
Well, it looks nice.
Although, at this point it is kind of ... pointless (?)
Unless you plan on adding more to it, than what we already have in advance map.
IDK. That's just my opinion I guess.
Some suggestions:
Full-Screen Mode (?)
"Floating Toolbars" { for the tile selectors } ( eg, in paintXP you could drag the color palette off the borders, and it's a "floating toolbar" )
hm...yea. Of course, it probably wouldn't hurt to integrate your tileset manager / door editor either?
hm...oh, and event support. You should get some of that too. ( Perhaps HM would be willing to share some XSE stuff for integrated script editor? )
These are all just ideas off the top of my head, for improvement. It looks completely fine as it is right now though.
Thanks :) Yeah, I took design and interface ideas from Advance Map, EliteMap, .. I have to agree, it'll be no where near to as perfect as Advance Map is lol Anyway, coding a map editor is a fun exercise for programmers XD

You read my mind, I've actually wanted to integrate both of those tools. Yeah sure, so far I've got the events half done ;) But the stuff look ugly lol I think I got how to load scripts via XSE but yeah I'll talk to him if I need more help.

Edit: Look at this, that's what I meant ugly. I couldn't make the right icons for events XD Have to try more in photoshop.
http://i51.tinypic.com/sxknjt.png

1. I would love the see the source some time.
2. Might I suggest a different style of movement permissions? Where...

The height is represented by a number (eg 1, 2, 3, 4, etc) or color.
The permission is based on color (eg Red = blocked, Blue = accessable) or a symbol.

Or something similar? I never really liked the numbered system that there currently is. It doesn't feel like a tool, but just dressed up hex. But that's just me.
3. Better big-block selection. Like the marquee tool in PhotoShop?
4. Copy/Paste.
5. I would love the see the source some time.
Hey Darcy :) Long time.. Yeah, I'll show you once I'm close to releasing a workable version. Shouldn't be far.
Can you give more insight on that idea, so like a different color for different movement permissions?

Full Metal
April 30th, 2011, 12:35 AM
Thanks :) Yeah, I took design and interface ideas from Advance Map, EliteMap, .. I have to agree, it'll be no where near to as perfect as Advance Map is lol Anyway, coding a map editor is a fun exercise for programmers XD

You read my mind, I've actually wanted to integrate both of those tools. Yeah sure, so far I've got the events half done ;) But the stuff look ugly lol I think I got how to load scripts via XSE but yeah I'll talk to him if I need more help.

Edit: Look at this, that's what I meant ugly. I couldn't make the right icons for events XD Have to try more in photoshop.
http://i51.tinypic.com/sxknjt.png


Hey Darcy :) Long time.. Yeah, I'll show you once I'm close to releasing a workable version. Shouldn't be far.
Can you give more insight on that idea, so like a different color for different movement permissions?

Hahaha. Why not just load the actual game sprites?
( I might try my hand at making some icons for you this weekend. )

Team Fail
April 30th, 2011, 01:30 AM
Edit: Look at this, that's what I meant ugly. I couldn't make the right icons for events XD Have to try more in photoshop.
http://i51.tinypic.com/sxknjt.png

Haha. You're just like me. I can't do graphics either. I do like your map editor, though. It's basic and simple, and it doesn't look too bad for loading times either.

ZodiacDaGreat
April 30th, 2011, 02:48 AM
Hahaha. Why not just load the actual game sprites?
( I might try my hand at making some icons for you this weekend. )
I will, just trying to get everything done at the moment before moving onto sprites :D Yeah, kinda suck with those graphics stuff.

Haha. You're just like me. I can't do graphics either. I do like your map editor, though. It's basic and simple, and it doesn't look too bad for loading times either.
Thanks. Yeah, I try to keep it simple. Trues up! I can't do quality graphics either.

Full Metal
April 30th, 2011, 02:53 AM
Awesome, I can work on them right now! :)
( Add me wlm: [email protected] )
Or send me an email, and I'll reply with them when I'm done.
( PSD's will be included. :) )

Team Fail
April 30th, 2011, 03:03 AM
Thanks. Yeah, I try to keep it simple. Trues up! I can't do quality graphics either.

I'd love to help, but I can't code C either. And I want to make my own tool. This is bad. If there was some aspect I can test, I'd love to help.

Darthatron
April 30th, 2011, 04:11 AM
Something like this:
http://i56.tinypic.com/21nfbqh.png

Where X is not passable on any level. But if it was level specific it would be red with a number.

EDIT:
Got bored:
http://i52.tinypic.com/257hft2.png

The first one is the level changing permission, the other green one is the multi-level permission. You get the gist.

The purple and orange tiles do nothing, as far as I know?

EDIT2: Not the mention this would make more sense with the "Script Tile" which you have to specify the level for. Though that would have to start from 1 instead of 0, an easy fix.

EDIT3:
http://i53.tinypic.com/29atguc.png

LifeLux
April 30th, 2011, 11:09 AM
nice try for those permission sprites, I can make some permission sprites for you if you wish, I know Photoshop for 6 years now so I know what I'm doing ;)

ZodiacDaGreat
April 30th, 2011, 07:45 PM
Something like this:
http://i56.tinypic.com/21nfbqh.png

Where X is not passable on any level. But if it was level specific it would be red with a number.

EDIT:
Got bored:
http://i52.tinypic.com/257hft2.png

The first one is the level changing permission, the other green one is the multi-level permission. You get the gist.

The purple and orange tiles do nothing, as far as I know?

EDIT2: Not the mention this would make more sense with the "Script Tile" which you have to specify the level for. Though that would have to start from 1 instead of 0, an easy fix.

EDIT3:
http://i53.tinypic.com/29atguc.png
I'll look into that. We should look into movement permissions more I guess.

nice try for those permission sprites, I can make some permission sprites for you if you wish, I know Photoshop for 6 years now so I know what I'm doing ;)
Okay, I'll let you know if something comes up.

pokemon996
April 30th, 2011, 07:53 PM
hi i belive the movement persmisons should be edited like that as on advance map they confuses me i only know the surf one and non walk able and walk able

Gamer2020
May 2nd, 2011, 04:26 AM
Oh my you finally posted this =0

You are doing great work on it and have already beat my editor lol
Good luck I hope you finish it. I don't have any suggestions but if I get any ideas I'll let you know ;)

Darthatron
May 2nd, 2011, 07:13 AM
I'll look into that. We should look into movement permissions more I guess.

If you want a hand, I have a 3 week break coming up next week. ;)

nice try for those permission sprites, I can make some permission sprites for you if you wish, I know Photoshop for 6 years now so I know what I'm doing ;)

Good for you.

jvpski3
July 3rd, 2011, 12:59 AM
It looks.... nice. It sorta looks like Advance Map, did you copy it?

batexplorer1999
July 29th, 2011, 11:47 PM
how did you make that please tell me i've looked everywhere

DavidJCobb
July 30th, 2011, 03:11 AM
Mimicking the Brush Palette feature in SCMDraft2 (a fan-made StarCraft 1 map editor) would be pretty awesome. It would considerably speed up the placement of multi-tile structures (i.e. trees), among other things. I don't think there's a lot of overlap between the Pokemon GBA ROM hacking community and the near-dead mapping community of a decade-plus-old game, so I'll elaborate:

With the Brush Palette feature, any formation of terrain tiles (not just rectangles) can be selected and saved as a brush, to be invoked later at any time. Brushes can be saved in brush palette files, and reloaded when using the editor later. This means that complex or tricky arrangements of tiles/blocks can be saved for reuse without a mapper having to rebuild them from scratch every time they wish to use them.

Here's an image of the brush palette feature being used to place a custom-made Dirt-to-Dirt cliff. The faded-blue tiles show where it will "land" when you click.
http://img803.imageshack.us/img803/2813/scmdraft2brushpalette.png

Very convenient. Very user-friendly. Something like that in a Pokemon GBA map editor would be absolutely wonderful.

refep
August 14th, 2011, 08:36 AM
This is just like A-map only with less functions!
Try adding more functions.

personz5
August 25th, 2011, 05:57 AM
i have a idea idk if its possible you should put the pokemon changer but make it where you can put as many as you want and what percent you want it and good luck on this it will help me a lot

DavidJCobb
August 25th, 2011, 06:24 AM
i have a idea idk if its possible you should put the pokemon changer but make it where you can put as many as you want
You mean, removing the limit to how many Wild Pokemon entries you can add?

I'm pretty sure that that would take some heavy modifications to the game engine...

personz5
August 29th, 2011, 12:08 AM
You mean, removing the limit to how many Wild Pokemon entries you can add?

I'm pretty sure that that would take some heavy modifications to the game engine...

yeah and :O well that why i said id its possible :D

boys
November 21st, 2011, 08:26 AM
I think I like the X idea. Advance Map keeps turning upside, so if this doesn't have that proplem, then I'm all in for this. Good luck

dragon456
November 25th, 2011, 11:13 AM
It looks like you just copied A-map. You just made it look less cooler. Try making something new...

demondismon
November 25th, 2011, 07:01 PM
i like this even though i have used advanced map one thing i noticed was easier with this is changing the border's width and length i will gladly use it even for that.... you should add some more features advanced map dont have. like option to change animation on this map editor. make the animation editing easier. that would catch alot of eyes. and it would be used alot more for that feature too.

BlazingVolt646
November 29th, 2011, 05:57 PM
u could give it easy script inserting function maybe editing as well.

demondismon
November 29th, 2011, 09:13 PM
i think you should also add a function that makes it easy to have a 3 border block in length or width.

Lugiaz Soul
November 29th, 2011, 10:24 PM
I like it. Its very clean and simple.

ZodiacDaGreat
December 2nd, 2011, 10:29 AM
Update: Okay, I know this project has been dead for awhile but my summer holidays have started so I'll resume working on this :)

Raikoh Nadanshy
December 21st, 2011, 12:20 PM
i am exited to see this project finish ^^ i wanted to work on a game called pokemon world. They will be every game map and pokemon on a single game. I thought it would be interesting to play in orre region to. I was searching for a editor like that. Keep me refresh about your update okay ^^

The Author
December 21st, 2011, 04:47 PM
Like as previously said by many people, there's already AdvanceMap.
However, this does seem to be a bit simpler to use, which is why I like it.
It's basically a more user-friendly version of A-map. :cer_smile:
Great job!
i am exited to see this project finish ^^ i wanted to work on a game called pokemon world. They will be every game map and pokemon on a single game. I thought it would be interesting to play in orre region to. I was searching for a editor like that. Keep me refresh about your update okay ^^
However much that sounds like a good idea, I regret to inform you that it is very hard to pull off. I had enough mappers want to join my team, so I figured I'd try it out. It's near impossible.

If you're going to do that I suggest saving some money for RMXP or something.

Raikoh Nadanshy
December 21st, 2011, 10:22 PM
I am not the kind of guy to give up so easely and what for the money ? and what a RMXP ?

MissDigitalis
January 1st, 2012, 05:24 AM
This is really cool. ^_^

But how do you make a whole map from scratch using the editor?

ZodiacDaGreat
January 1st, 2012, 07:58 AM
i am exited to see this project finish ^^ i wanted to work on a game called pokemon world. They will be every game map and pokemon on a single game. I thought it would be interesting to play in orre region to. I was searching for a editor like that. Keep me refresh about your update okay ^^
Thank you for your support, yeah I have high hopes for this tool myself :D Hopefully, it won't be that buggy.

Like as previously said by many people, there's already AdvanceMap.
However, this does seem to be a bit simpler to use, which is why I like it.
It's basically a more user-friendly version of A-map.
Great job!
Thanks, yeah I do hope that this tool has a easier user interface and close to the functionality of AdvanceMap.

This is really cool. ^_^

But how do you make a whole map from scratch using the editor?
Reversing and through the map structure documentation that is lying around, you take those and mess around a bit in a programming language to get what you want. Of course, source code is also available like that for EliteMap :)

Anyway, I should post some updates. When I said I continue on this, I actually coded from scratch again because I lost my source code back then when my hard disk crashed and then haven't had time to do much due to Uni.

But now, the progress from last time is back and here are some new stuff I've added:

New properties view: http://i44.tinypic.com/152et52.png
Free space finder: http://i42.tinypic.com/14ihavq.png
Palette sets: http://i39.tinypic.com/34rvtzr.png

I have to say that my day night system is pretty outdated so I'll have to remake it later on as well :)

link12552
January 1st, 2012, 02:41 PM
This is looking pretty awesome!

May I ask though, will this by any chance be open-source?

I'm interested in NSE 2.X working as a tile editor, yet I've had problems implementing, or at least finding for that matter the offsets of the tiles...

A simple "Open in NSE" button could be a wonderful addition to this project, as a tile editor, and might take allot of the stress out of the whole import and export thing we've been doing for tile editing.

IDK anyways good luck, this looks really promising :D

ZodiacDaGreat
January 1st, 2012, 09:49 PM
This is looking pretty awesome!

May I ask though, will this by any chance be open-source?

I'm interested in NSE 2.X working as a tile editor, yet I've had problems implementing, or at least finding for that matter the offsets of the tiles...

A simple "Open in NSE" button could be a wonderful addition to this project, as a tile editor, and might take allot of the stress out of the whole import and export thing we've been doing for tile editing.

IDK anyways good luck, this looks really promising
Hehe Thanks so much :) Your tool sort of inspired me to do this as well :) For now, I'm not sure if I should make it open source or not, but I do plan to make this tool into a toolchain kinda like EliteMap and add plugins as well :D

Yeah, that would be cool. I could pass the offsets over in the block editor or something.

Nintendork15
January 1st, 2012, 10:00 PM
I'll be honest here, this kinda does look easier to use than A-Map, but still do we need another GBA map hacking tool ? :/

ZodiacDaGreat
January 1st, 2012, 10:10 PM
I'll be honest here, this kinda does look easier to use than A-Map, but still do we need another GBA map hacking tool ? :/
I have to admit though, this 'may' never be as good as AdvanceMap. It's up to you to use it or not. For me, there's some things I always wanted to change about AdvanceMap and this is how I would do it.

Blubber300
January 2nd, 2012, 05:15 PM
Hey look, Advance Map has a twin brother!

NintendoBoyDX
January 2nd, 2012, 08:34 PM
I have to admit though, this 'may' never be as good as AdvanceMap. It's up to you to use it or not. For me, there's some things I always wanted to change about AdvanceMap and this is how I would do it.
Hey ZDG, if you wanted to make it better than amap is currently, I have a suggestion for you. Adding the ability to edit new map names in firered.

Jambo details exactly how to do it here:
http://www.pokecommunity.com/showthread.php?p=6471680#post6471680

This would save countless repointing and inserting for people later on, imo you should at least consider it.

Team Fail
January 2nd, 2012, 08:37 PM
Hey ZDG, if you wanted to make it better than amap is currently, I have a suggestion for you. Adding the ability to edit new map names in firered.

Jambo details exactly how to do it here:
http://www.pokecommunity.com/showthread.php?p=6471680#post6471680

This would save countless repointing and inserting for people later on, imo you should at least consider it.

That. Is a simply GENIUS idea. I would use this over AMap if this was implemented. But I'd use this far more when the ability to add new maps is implemented someday.

Winter Wonderland
January 3rd, 2012, 07:18 AM
What would be cool(although I'm not entirely sure if it's possible) is the ability to load multiple tile sets. Not just a major and minor. Also, the map connections in Advance map 1.92 was annoying to deal with. In 1.95, it was simplified a bit. I was wondering if you could turn it into a drag and drop system. For example, have the initial map on a grid interface, then add a connection to the north. Type in the map header and whatever to load up the map you want to be connected. From there you can just click and drag the map to where you want the two maps to be connected. Does that make sense?

Darthatron
January 3rd, 2012, 07:36 AM
What would be cool(although I'm not entirely sure if it's possible) is the ability to load multiple tile sets. Not just a major and minor.
Not possible. Unless the tilesets are changed to be a LOT smaller. But there is a 1024 limit for tiles.
Also, the map connections in Advance map 1.92 was annoying to deal with. In 1.95, it was simplified a bit. I was wondering if you could turn it into a drag and drop system. For example, have the initial map on a grid interface, then add a connection to the north. Type in the map header and whatever to load up the map you want to be connected. From there you can just click and drag the map to where you want the two maps to be connected. Does that make sense?
Yes. Good idea.

ZodiacDaGreat
January 5th, 2012, 05:39 AM
Hey look, Advance Map has a twin brother!
Well, not really lol

Hey ZDG, if you wanted to make it better than amap is currently, I have a suggestion for you. Adding the ability to edit new map names in firered.

Jambo details exactly how to do it here:
http://www.pokecommunity.com/showthr...80#post6471680

This would save countless repointing and inserting for people later on, imo you should at least consider it.
I'll look into it after I get most of the features done and working. Thanks for that information though, seems like I missed quite a bit ever since I was away. Need to catch up now.

That. Is a simply GENIUS idea. I would use this over AMap if this was implemented. But I'd use this far more when the ability to add new maps is implemented someday.
hehe Let's see how all these turns out.

What would be cool(although I'm not entirely sure if it's possible) is the ability to load multiple tile sets. Not just a major and minor.

Also, the map connections in Advance map 1.92 was annoying to deal with. In 1.95, it was simplified a bit. I was wondering if you could turn it into a drag and drop system. For example, have the initial map on a grid interface, then add a connection to the north. Type in the map header and whatever to load up the map you want to be connected. From there you can just click and drag the map to where you want the two maps to be connected. Does that make sense?
For the first part, Darthatron already answered you. I'll see what I can do for the connections.. Hmm.

Anyway, so I've did some more work.. Borders can be resized in Fire Red & Leaf Green now :) Since only those 2 versions support larger borders. Here's a screenie (http://i40.tinypic.com/2hf2pon.png).

lucexpress
January 6th, 2012, 07:39 PM
It would be really special if there was new features than advance map

ZodiacDaGreat
January 7th, 2012, 10:03 AM
It would be really special if there was new features than advance map
There will be some unique features.

Anyway, I need everyone's opinion, I know the events are not finished yet but what do you think of using the property grid to edit events? I have a screenshot here.
http://i44.tinypic.com/mkvpsy.png

agentgeo
January 7th, 2012, 01:03 PM
Anyway, I need everyone's opinion, I know the events are not finished yet but what do you think of using the property grid to edit events? I have a screenshot here.
http://i44.tinypic.com/mkvpsy.png

Looks good to me. One question, though. Will you be loading the OW sprites for the events?

link12552
January 7th, 2012, 03:16 PM
There will be some unique features.

Anyway, I need everyone's opinion, I know the events are not finished yet but what do you think of using the property grid to edit events? I have a screenshot here.
http://i44.tinypic.com/mkvpsy.png

Yeah the property grid would be great for this, especially when it comes to the tons of settable data for the person events.



Looks good to me. One question, though. Will you be loading the OW sprites for the events?

I'll gladly share my OW loading code for this project, I have them already being loaded using c#,
so it should be as simple as adding the routine to the draw function. :)

Man it's fun watching a program grow!

P.S. ZodiacDaGreat I have an idea for implementing this with NSE:
you could pass the image offset and the multiple palette offsets of a tileset into NSE, allowing for tile-set editing where you could toggle in between palettes as you edit!

Let me know what you think, or what you think we should do, so I can get coding :)

ZodiacDaGreat
January 8th, 2012, 03:56 AM
Looks good to me. One question, though. Will you be loading the OW sprites for the events?
Of course, I would hate looking at those for events XD

Man it's fun watching a program grow!

P.S. ZodiacDaGreat I have an idea for implementing this with NSE:
you could pass the image offset and the multiple palette offsets of a tileset into NSE, allowing for tile-set editing where you could toggle in between palettes as you edit!

Let me know what you think, or what you think we should do, so I can get coding
It is aye :) Uhm, for tilesets.. Yeah, I'm not sure if I can pass the entire structure cause that would be better, but I'll just pass the offset of the current tileset to your tool, then you could read the whole structure and then load everything up. It would be cool if you can combine some of my stuff from my Door Manager tool and possible add in support for editing animations, so everything's in one place right?

Darthatron
February 15th, 2012, 04:57 AM
Back to ideas for movement permissions, I think something where you have a tab for the LEVEL of the tile and another for if it's passable or not.

Here each tile is given a value for its height relative to the map. 1 is for Surfing and 3 is for normal walking, and finally A is given to tiles effected on ALL levels.
http://i.imgur.com/DU1xH.png
Then each tile is either set to "wall" or "not wall". On or Off if you will.
http://i.imgur.com/8u3zM.png
This is how the bits for the movement permission work anyway. The bit0 (lowest bit) is whether it's a wall or not, the bit1 has no effect, and bits 2-7 are the level.

This doesn't really require any workaround. In fact, those image show exactly how the original game would appear using this method.

So... thoughts/comments?

Team Fail
February 15th, 2012, 03:11 PM
I like that idea. It'd make laying out levels and movement permissions much easier.

AmineX
May 20th, 2012, 11:51 PM
And what the hell happend ti this one?

Mallowigi
June 2nd, 2012, 05:59 PM
I don't care about the events tab, we still can use AdvanceMap for that. In fact, I think it's better to focus on a better map editor than AdvanceMap, with Copy/paste, Undo/Redo, multiple tile insertion, Load/Save, Palette Modification onthego, and of course AdvanceMap map compatibility (though I don't know if it is possible :/)

Even though A-Map has done serious improvements in the last version, the map edition is still a nutbreaker, especially its lack of undo/redoing.

Fase
November 18th, 2012, 07:04 AM
Where is the download link?

Went
November 18th, 2012, 09:23 AM
You shoudl check the first post- and also the rules, since reviving old threads is not allowed D: