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Welcome to the Level Mapper F.A.Q. (Frequently Asked Questions) If you have any questions regarding Level Mapper's use, please e-mail us on:
Q. How do I include binary files (maps, tilesets etc) in to my game project? A. There are 3 possible solutions. 1) Convert the binary files to .H header files, with the data represented as an array. Tools like 'bin2h' can do this. Include the .H files in your .C/.CPP files as required. 2) Convert the binary files to .OBJ object file in your makefile, using the "objcopy" tool. 3) Use a "file system" approach. Tools like my "file system" or GBFS can do this. There is a discussion of this topic here.
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What are the file format specifications for .MAP and .TS files? A. Decsriptions of our file format specifications can be found in our online Level Mapper docs, here.
Q. Can I input a .BMP that use a 256 colour palette (each 8x8 tile using only 16 colors) to TileGrabber, keeping the 16 colour palettes and tiles exported to 16 colours each, and they use the right palette? A: YES. Set the tileset to be 16 colours in the config / text file for TileGrabber ('colours = 16'). A bank number (0-15) for each 8x8 tile will be encoded in the outputed tileset [.TS] file. You can output the bank numbers as a pure binary data file. Any errors are shown on the outputted diagnostic [.TGA] image. For more details, please visit here.
Level Mapper is FREE for non-commercial use. To purchase a commercial license, please click here. To Explore Level Mapper further, please click here. To Download Level Mapper now, please click here. |
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GBAtools
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