M1TE - Tile Editor
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M1TE - Tile Editor
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.
Last edited by dougeff on Fri Jan 17, 2020 9:34 am, edited 2 times in total.
nesdoug.com -- blog/tutorial on programming for the NES
- Drew Sebastino
- Formerly Espozo
- Posts: 3496
- Joined: Mon Sep 15, 2014 4:35 pm
- Location: Richmond, Virginia
Re: M1TE - Tile Editor
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?
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?
Re: M1TE - Tile Editor
Yes. It does not make 8bpp graphics.
nesdoug.com -- blog/tutorial on programming for the NES
Re: M1TE - Tile Editor
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.
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.
Re: M1TE - Tile Editor
I believe YY-CHRs 2bpp GB mode is the same as SNES 2bpp.
nesdoug.com -- blog/tutorial on programming for the NES
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Re: M1TE - Tile Editor
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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- Posts: 3140
- Joined: Wed May 19, 2010 6:12 pm
Re: M1TE - Tile Editor
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.
Re: M1TE - Tile Editor
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/
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/
Last edited by dougeff on Fri Dec 02, 2022 6:54 pm, edited 1 time in total.
nesdoug.com -- blog/tutorial on programming for the NES
Re: M1TE - Tile Editor
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.
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.
Re: M1TE - Tile Editor
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.
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.
nesdoug.com -- blog/tutorial on programming for the NES
Re: M1TE - Tile Editor
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).
Like the M1TE, it should run on non windows OSs with MONO.
https://github.com/nesdoug/SPEZ
Also, M1TE has been updated (minor changes).
nesdoug.com -- blog/tutorial on programming for the NES
Re: M1TE - Tile Editor
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.
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.
nesdoug.com -- blog/tutorial on programming for the NES
Re: M1TE - Tile Editor
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.
Because that would be much more than reM0TEly good.
I have an ASD, so empathy is not natural for me. If I hurt you, I apologise.
Re: M1TE - Tile Editor
Once I get 16x16 tiles working, I'm going to make other modes. I'm slow. It will take some time.
nesdoug.com -- blog/tutorial on programming for the NES
Re: M1TE - Tile Editor
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.