M1TE - Tile Editor

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dougeff
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M1TE - Tile Editor

Post by dougeff » Sat May 18, 2019 8:18 pm

This is a program I'm working on to make palettes, tiles, and tilemaps for SNESdev. It's for Mode 1 only. It's a work in progress, and I was hoping to get feedback on how it works, and what can be improved. It is .NET so it should work on non-windows OS with MONO.

m1te2.png
Last edited by dougeff on Fri Jan 17, 2020 9:34 am, edited 2 times in total.
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Drew Sebastino
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Re: M1TE - Tile Editor

Post by Drew Sebastino » Sat May 18, 2019 10:28 pm

I'm away from my computer and will be for the next couple of days so I can't test this, but thank you so much for doing this.

I'm curious, when you say it's restricted to mode 1, do you mean the program is only capable of dealing with 4bpp and 2bpp layers, or does it go beyond that?

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Re: M1TE - Tile Editor

Post by dougeff » Sun May 19, 2019 5:23 am

Yes. It does not make 8bpp graphics.
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Re: M1TE - Tile Editor

Post by koitsu » Sun May 19, 2019 2:53 pm

Excellent program. The fact it focuses on mode 1 is also a huge plus, IMO; mode 1 BG3 (2bpp) is neglected in pretty much every other graphical editor available (read: YY-CHR's 2bpp NES mode does not use the same format as the mode 1 BG3 on SNES).

For 8bpp graphics, a la mode 3, a 256-colour-indexed PNG with SuperFamiconv should work just fine. I recommend sticking with the "more planar" modes (0, 1, 2, 5, maybe 6) would be good. I wouldn't touch mode 7 with a ten foot pole.

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Re: M1TE - Tile Editor

Post by dougeff » Sun May 19, 2019 3:03 pm

I believe YY-CHRs 2bpp GB mode is the same as SNES 2bpp.
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Re: M1TE - Tile Editor

Post by psycopathicteen » Sun May 19, 2019 4:08 pm

Thank you a lot. SNES is definitely overdue for a tile map creation tool. The only thing I think should be improved is the way you select colors. It should only use 32 levels per channel, and either a slider or up/down buttons, so it's easier to fine-tune the palette.

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Re: M1TE - Tile Editor

Post by psycopathicteen » Tue May 21, 2019 9:58 pm

It's a nice thing that I have several tile sets I've made that I didn't get to implement yet, because of how tedious making tile maps are. Your program is helping a lot.

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Re: M1TE - Tile Editor

Post by dougeff » Fri Jan 17, 2020 7:54 am

Update. Now version 1.2.

1.1 - added more palette options (color picker)
1.2 - fixed palette bug
- made the map editor faster
- changed keys in tile editor (P = paste, H and V are flip)
- save/load session saves map height
- load any (reasonable) size tileset
- added brush size for map editor
- fixed file type bug

And posted source code.

https://github.com/nesdoug/M1TE2?files=1

Download link.
https://github.com/nesdoug/M1TE2/releases/tag/1.2
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Re: M1TE - Tile Editor

Post by jowijo » Mon Jan 20, 2020 1:53 pm

Seems to work fine in stock Wine with mono, though it doesn't seem to use the standard widget toolkit, or whatever they are in Windows, as it doesn't match Wine's dark theme at all.

Otherwise, this is neat. Do you plan on supporting more than Mode 1? My current workflow of LibreSprite and Superfamicomv is fine, but it could be better. ;)

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Re: M1TE - Tile Editor

Post by dougeff » Mon Jan 20, 2020 5:41 pm

I might.

The next logical step would be mode 3, which should be easy. Or a Sprite editor, which would need all new code.

I don't know if I could do mode 7. If anything, it would have to be extremely minimal.

At my pace, maybe 2021 for the next thing.
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Re: M1TE - Tile Editor

Post by dougeff » Fri Feb 28, 2020 1:29 pm

I made a Sprite editor / metasprite editor (similar to NES Screen Tool)
Like the M1TE, it should run on non windows OSs with MONO.

https://github.com/nesdoug/SPEZ

Also, M1TE has been updated (minor changes).
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Re: M1TE - Tile Editor

Post by dougeff » Wed May 27, 2020 12:17 pm

FYI. Both apps have been updated.

M1TE v 1.6
version changes
1.3 - added map shift buttons
- allow loading unusual size tile, map, palette files
- allow loading from very large tile, map, palette files
- bug fix loading full palette in 2bpp mode
- added Load Map to Selected Y coordinate
(for loading multiple small maps to the same screen)
- added keys to copy/paste/delete colors in a palette
Q = copy, W = paste, E = delete color 0000
- fixed hex box to allow 1,2,or 3 digit entries.
1.4 - Grid lines color adapts to the 0th color
- brush 2x2 next (pseudo 16x16) will flip 16x16
with Apply H Flip or Apply V flip checked
- added checkerboard fill if map height is < 32
1.5 - RLE option to save map or tiles
- fixed, forgot to allow save 2bpp x 1 from sets 6,7,8
1.6 - clone from tiles or from map (brush)
- fill map with tile (brush), or recolor entire map
if "palette only" is checked
- can use all key commands outside tile edit form
- added slider bars for color
- changed default map height to 28
1.7 - minor fix slider bar updating


SPEZ v 1.2
1.1 - save tiles with RLE option
1.2 - can use all key commands outside tile edit form
- fixed a load session bug (palette of sprite)
- sprite list, now can select multi/arbitrary and apply
palette and shift and flipping to those selected
- fixed a rounding error
- added slider bars for color


And I've been hacking away at a basic tutorial on my webpage.
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Re: M1TE - Tile Editor

Post by Nikku4211 » Sun Jun 07, 2020 4:25 pm

So if your M1TE is going to support SNES 2BPP for layer 3 anyway, then do you plan on making a M0TE?

Because that would be much more than reM0TEly good.
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dougeff
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Re: M1TE - Tile Editor

Post by dougeff » Sun Jun 07, 2020 4:44 pm

Once I get 16x16 tiles working, I'm going to make other modes. I'm slow. It will take some time.
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Re: M1TE - Tile Editor

Post by Nikku4211 » Mon Jun 08, 2020 1:13 pm

dougeff wrote:
Sun Jun 07, 2020 4:44 pm
Once I get 16x16 tiles working, I'm going to make other modes. I'm slow. It will take some time.
Alright, nice. Please take as much time as possible, because you'll need the time to better the program.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.

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