Changing the tile style (Changing the tile palette)
The easiest way to change the tile palette is to choose from presets in the map editor.
If you want a combination that does not exist in the preset, set the PLIST ID in the chapter settings directly.
The PLSIT structure will be explained later.
For now, let's select a chapter setting and change the value of PLIST.
Since all the existing combinations are registered as presets, this time we will forcibly specify the village palette.
Change the PLIST value displayed in the upper right.
It is easier to use “Change Map Plist”.
Let's select Palette 0xF.
Palette 0xF is a village palette.
The settings set here are displayed as “additional settings” in the presets of the map editor.
The screen is confused because I specified a village tile set in the field.
However, I think you know how to set it up.
Describes the structure of a PLIST.
If you are not interested, skip to PLST split.
PLIST is a list that stores pointers to various things related to maps.
このリストは最大255個の配列になります。(PLSIT IDはBYTE型で格納されため上限は255になります。)
This list can be up to 255 arrays.(PLSIT ID is stored in BYTE type, so the upper limit is 255.)
void* map[Max 255] = {CH0_OBJ, CH0_PAL, CH0_PAL , CH0_MAP , CH1_OBJ, CH1_PAL… };
You can check the value of the PLIST pointer from “Map Pointer” in the detail menu.
If you want to add a map or palette, you just have to find a free PLIST.
However, most of the PLIST is used.
Since PLIST ID is set as BYTE type, it cannot exceed 255.
If it can be reused, it is best, but if it cannot be reused, PLIST split is required.
PLIST split is a method of creating a space by distributing PLISTs by type.
In PLIST, the data required for the map is stored in a single array.
If you want to know more, please see the “PLIST correlation diagram” at the end of this article.
If this is the case, free space cannot be created, so this structure will be changed.
Instead of putting everything in a single array, we will change it to distribute each type of array.
DEFAULT | → | PLIST Split | ||
Defualt | → | PALList | OBJList | CONFIGList …. |
OBJ | → | NULL | OBJ | NULL |
PAL | → | PAL | NULL | NULL |
CONFIG | → | NULL | NULL | CONFIG |
MAP | → | NULL | NULL | NULL |
EVENT | → | NULL | NULL | NULL |
OBJ | → | NULL | OBJ | NULL |
PAL | → | PAL | NULL | NULL |
CONFIG | → | NULL | NULL | CONFIG |
MAP | → | NULL | NULL | NULL |
EVENT | → | NULL | NULL | NULL |
By doing so, it becomes a list for each item, so a large amount of margin can be secured.
PLIST split is easy.
Simply press the PLIST split button from the map pointer in the detail menu. (You can call it from other than this screen.)
If you press the button, FEBuilderGBA automatically splits the PLIST by type.
Remember that this is a dangerous task and should be backed up beforehand.
After splitting, press F5 to see if the game works correctly.
If the game works correctly, the PLIST split is successful.
Congrats. You have secured a huge free space.
Let's make a nice map here.
As a result of the previous PLIST split, a large free space was secured.
Let's import the snow map of FE6 using this free space.
Export two files.
First, export map_config.
The map_config stores information about whether the tile is a forest, a mountain, or a road.
It also contains information about cutting out the map from the image and assembling it.
Next, export the map's OBJ and palette.
Since it can be acquired as a png image, both data are included.
Save two files, map_config and png.
Now that you have the data, close FE6.
If the PLIST is not split, expand the PLIST referring to the previous item.
If the PLIST is split, it will be displayed as split.
Set the PLIST free ID appropriately.
OBJ, PAL, and CONFIG are required.
From the map editor, go to the map style editor.
Since the unused area has been allocated, the screen turns black.
In addition, FELint has issued a warning because unused space has been allocated.
Now that you ’ve set it up, you should see a map.
FELint errors are also gone.
Let's start the game by pressing the F5 key.
It became snow tiles.
The field was forced to snow, so there are some problems, but it moves for the time being.
The map animation settings are almost the same.
You can set the map animation from the map animation in the detail menu.
Similarly, if you export and import, it will work.