Now that we have a tilemap and a reference image, it is time to make the map as a raw. This sounds scary, but just takes a bit of time to do. I found a simple way that will not glitch up things, but will take time to do. To make this raw, first open up the excel file in the resources folder. This file has tons of data in it, but we are only concerned with the first table right now. Looking at the table, there are lots of values, these correspond to the values of the tiles on our final tilemap.

Here is how the tiles work:

The number across the top and down the side are the decimal number of the grid, while the numbers inside are the decimal number of the tile. If you think of counting across the rows, then down the columns, this will make sense. The tiles work like this:

Now that you understand the first grid, let’s move on to the second grid to the right, this one tells the number of the tile in hex. Hex is a base 16 number system, and if you don’t understand this counting, I suggest you stop with this tutorial.

The third grid, moving down a row on the left side is the hex numbers with the extra zeroes needed to make it 2 bytes (4 total numbers). This is useful so that we can reverse the bytes.

Our next table is where the bytes of the two are reversed, so if a number was 00 01, it would become 01 00. This reversal is how the game figures out which tiles go where, like pointers I believe.

The bottom left table shows the palette used at each square on the grid, the outside uses a palette 2. Normal tiles use a palette 0, and special tiles use palette 1. Each red city dot uses palette 1, and also some certain elevations use palette 1. This is why the tiles in the resources are blue and look wrong, they use another palette, but the image only has one palette.

The palettes were a bit confusing for me to figure out, but I discovered that a palette of 0, would keep the hex as it was. While a palette of 1 would add 10 (16 in decimal) to the smaller byte. This being said, tile 1 in hex turns to 01 00, and with the palette, tile 1 (cities) in raw is 01 10. Sorry that was very technical!

Finally, our last table on the bottom right shows us the raw data in a table, which means that this is what a program like NTME will generate, but since I have had problems with NTME, I made this.

The fun part about this spreadsheet is that if you change a value in the first table (Decimal tile number), it will change the rest of the tables accordingly. So to make your tiles, you only need to input the decimal version of the tiles into the first table, and the raw data will then be made.

To go about making the map, simply open up NTME and press open tileset.

Next, find the tiles you need and their numbers with NTME

Because NTME gives you the Hex number, you will need to convert every number into decimal. This is quite tedious, but it is basically the way one would hex edit this map.

Once the map is done, you can change the palette If needed, but be careful that the tiles will not change themselves if you do this.

After that, simply copy the final chart, remember not to include the grid numbers on the edges!