If you have extracted a tilemap from a ROM, and optionally a tileset image, Tilemap Studio can open them and edit the tilemap. It supports palettes and tile attributes like X/Y flip and priority, and has editing features like undo/redo, flood fill, replacing or swapping tiles, multi-tile selection, etc. It supports multiple tilemap formats, including GBC or GBA tile attributes, SGB borders, and some Pokémon-specific compression formats.
If you have drawn a mockup of how a screen should look, the Image to Tiles tool can also generate a tilemap, tileset, and palette. The tileset and palette will be optimized to fit in the platform hardware limits, taking advantage of X/Y flip if possible. If you choose to generate a palette, it can be output as an indexed palette of the tileset image, or as a separate palette file with a grayscale tileset.
You can always just run tilemapstudio.exe. You only need admin privileges to run install.bat, since it copies the .exe to your AppData, creates a Desktop shortcut, and associates .tilemap files with it.
I am trying to use your tool to translate the Rock n Roll Racing game from Super Nintendo. I need to edit the game tilemaps...
I opened the tilemap and tileset in SGB border and this was the result:
Almost perfect...
I tried opening in other formats, but it doesn't work correctly like the SGB border...
I was wondering if you can modify your tool to work with the game format... Can I send you the files for you to check out?
I am trying to use your tool to translate the Rock n Roll Racing game from Super Nintendo. I need to edit the game tilemaps...
I opened the tilemap and tileset in SGB border and this was the result:
Almost perfect...
I tried opening in other formats, but it doesn't work correctly like the SGB border...
I was wondering if you can modify your tool to work with the game format... Can I send you the files for you to check out?
Please do! It doesn't support any of the SNES tilemap formats yet, unless they happen to coincide exactly with the GB ones, but I'll try and add that.
If anyone else has examples of SNES tilemap+tileset files, and ideally a screenshot of how it should look, that would help me implement it.
Good to know.
I just remembered where I saw your username before; you made those GIMP tilemap plugins. I got the idea to right-click a tile and highlight its occurrences from Tilemap Helper, so thank you!
Version 3.0.0 is out! It now has multi-tile selection; just left-drag in the tileset or right-drag in the tilemap. If the tilemap format supports X+Y flip, those buttons will also make the entire selection flip when you place it.
This version was built with Visual Studio 2019, and it comes with some optimizations and bugfixes. It also supports SNES-format tilemaps.
Yeah, some versions of Windows Defender detect Tilemap Studio 3.2.0 as "Trojan:Win32/Wacatac.C!ml". It's a false positive due to machine learning heuristics (hence the "!ml"). You can check the VirusTotal results for tilemapstudio.exe.
If anyone's still concerned, you can always build it locally from the source code.
If I create a tile map by Tiled SW and include in my visual studio project then it crashes when I run the project with emulator. Some tmx files provided by cocos2d work fine in my example and some don't work. If I create a simple map by Tiled SW and include the tmx and png in my project it never work. Just wonder if my map is corrupted (created windows 8 with latest Tiled). Always get the following error.
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So it turns out there is only 1 json file in my project folder which is game.json and the other json for the tilemap is gone idk why, luckily I saved the previous version (older version) that is still working and now the problem is solved.
Here is json and atlas image: