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Locations Properties Description
The Location combobox lets you choose and display the location you wish to edit. The Events field is the event packet that is assigned to the current location. Clicking the Events label will open the packet for editing. The Map field is the room assembly number assigned to the current location. The Scroll fields represent how far the screen is allowed to scroll while moving within the location. The Tile picturebox shows you visually what tile you currently have selected to work with. The L1+2 Palette field shows what palette number is assigned to Layers 1 and 2 on the current location. The next six fields (from Subtile to Palette Shift) show information about the subtile clicked in the Tile picturebox. This information is read only. The Over Sprites field shows if the currently selected subtile is shown over the PCs, NPCs and enemies. The Palette Shift field shows how far shifted the palette is for the selected subtile. The Layer Tileset fields show what tileset is assigned to the specific layers for the current location. Layers 1 and 2 share the same tileset. |
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Locations Window Description
To place a tile in this window, you select a tile from a tile swatch, or from the Location window itself, point your mouse pointer where you want the tile, and left click. Right clicking in this window will select a tile. Left clicking pastes a tile. The picture below is the X and Y position on the map in pixels. This
changes depending on where your mouse pointer is within the Locations
window itself. This is located in the bottom right corner of Temporal Flux's status bar, and is useful for Exit positioning, and for object or sprite positioning within the Event Editor. Since each tile is 16 pixels wide, chopping the last digit off of each coordinate will give you the tile position. In this case, the tile position is X:5, Y:2. The locations are made up of 3 separate layers of tiles. Layer 2 is the bottom-most layer. Layer 1 is on top of Layer 2. And Layer 3 is on top of them both. Layer 3 is not drawn or editable at this time. This can cause some issues, but it can be worked around. Changes made to the map are not saved in real time. You will need to "Write to Memory" in the menu before you can save to ROM. |
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Layer 1 and 2 Tile Swatch Description
Since the map is made up of up to 3 layers, you may need to disable certain layers while working. Layer 2 is on the bottom of the location, and layer 1 is above it. |
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Scroll Mask Description
Although the areas darkened by the scroll mask aren't the current location, you can still place tiles and edit them as if they were. Area Select will work outside the Scroll Mask as well |
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Location Exits Description
Exits are shown as red empty rectangles in the Locations windows. Pressing Ctrl+5 will toggle exit drawing on and off. Exit Destination |
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- Click the Map menu, then Exits to put a check by it. Now exits will
be visible. Now save. Load up the ROM and go to this location and walk into the tent. The tent will now take you to Lucca's room. |
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Tile Solidity Description
You cannot place single tiles while Solidity is on. In this mode, you can 'paint' the tiles solid. Select a solid tile of your choice with a right click, and now pick a non-solid area and left click to paint it there. Or select your own settings and paint with those. Rounded Corner type gives the tile a solid diagonal edge in the corner
of your choice The Angle field lets you choose the angle, or size of the rounded corners,
22 being the smallest, and 75 being the largest amount of area the corner
takes up.
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Movement Description
To view what tiles have these properties applied to them in the locations window, go to the Map menu and click Movement, or just hit Ctrl+7. Any tile can have these properties, not just stairs and ladders. Beds, walls, trees, bookcases, any tile available can be walked up or climbed.
Choose Stairs and the Stair Direct. option becomes available. Choose from SW to NE or SE to NW. Now right click on your map to place your green arrows. Choose the Ladder Type and Stair Direct. becomes unavailable. Ladders can only go up and down. Left click to place on your map. |
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Z - Plane Description
The only way to travel between the two is to use a transitional z-plane tile. It serves as a ramp, if you will. There are two types of transitional tiles. One is solid by default, and the other is not. There is also an option to essentially make a tile both z-planes, but this does not make the tile transitional. If you walk on from a Z1 tile, you can only walk off to a Z1 tile. Note that the concept of "height" really does not exist here. Neither Z1 nor Z2 are inherently higher than the other. In fact, with proper usage of Z1 and Z2, you could really have several perceived z-planes. |
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Enemy Solidity Description
Some enemies wander around during battle, disappear and reappear randomly, etc. The Enemy Solidity tile property ensures that monsters can't go through or in certain areas, or from just wandering off screen. To see what tiles are Enemy Solid, go to the Map menu and select Enemy Solidity, or just hit Ctrl+9. |
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Unknown Bits Description
To view locations with these unknown bits active, just select the Unknown Bit you wish to see in the Map menu, under Unknown Bits. The Unknown Bit Tiles will appear in pink.
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Area Select Description
Hitting Ctrl+A, or going to the Map menu and hitting 'Area Select' allows your to left click your mouse button, hold it, and drag across an area of tiles. Once you have dragged and selected the chosen tiles, go into the locations window, where the map is loaded, and right-click your mouse to place, or 'paste', the selected tiles. Notice to the left, I have gone into paint to show the tiles I selected with Area Select. The black lines will not appear (I placed them there as an example), but the area you select will be highlighted and brightened to show you your chosen tiles.
If you place the tiles in the wrong spot, go to the Location menu and select the Revert option, or hit Ctrl+Shift+Z. It will revert the map to it's last saved design, so it's a good idea to save every once in awhile so you do not 'revert' several hours of work. While Area Select is on, you cannot select single tiles (unless you Area Select just the one tile) and place them like normal. |
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Save Map to PNG Description
Hit Ctrl+P or go to the Map menu and hit the Save Map To PNG option. All contents of the current Location window will be saved into a PNG file. TF does not save optimized PNG files, so you may want to use programs like Photoshop to compress them further. Useful for showing off new maps, changed graphics, etc. Exits will not be shown. Any layers you currently have off will not show up in the picture file. The picture file will be created in the same directory you have your ROM in. The file to the left was created and automatically named ctloc006.png |
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Event Editor Description
Every location, room, dungeon, and store has an event assigned to it. Without them, each location would be empty and lifeless (and unplayable). When each location loads up, the event script assigned to that location loads up, and goes into effect, adding people, monsters, sound effects, and countless other special non-player controlled actions. Multiple locations may have the same event, if you want them to.
To the left of the window are 8 command buttons that manipulate the currently selected event item, in the treeview to the right of the window. Object - Adds a new object to the event. It will appear at the bottom of the events. Command - Adds a new command to the bottom of the currently selected event object or below the current command. Label - Edit the Label of the currently selected Event node. By default, Temporal Flux displays the byte address (from when the packet was loaded). Labels are not kept from session to session. Link - Link to another event script, object, or command within the current packet. Expand / Collapse All - Expands or collapses all objects and commands in the treeview. All items will be exposed / hidden. Promote - Gets commands out of If statements. The currently selected command will move up one node level. Update - Updates data for the currently selected command. Write Mem. - Writes the event to memory, so the next time you save your progress to ROM, the event will save also. Depending on your selection in the treeview, the data and options for the selected command will appear below the 8 command buttons. Each command has a different set of parameters to edit, and will change accordingly. The event commands are grouped into 32 different Categories, depending on their purpose and effects. Commands that affect Sound will be located in the Sound Category, like Play a Song, Play a Sound Effect, etc. To be clear on terminology, an object is always at the top level, contexts are the next level, and everything below that is a command (even if it loads a sprite). Drag and Drop The event editor supports drag and drop of commands. At any time, you may left-click, hold, and drag any object or command and drop them onto another object or command. Your dropped command or object will appear below the item you dropped it on. Copy and Paste The editor also support copy, cut, and paste keystrokes. Select an object or command, hit Ctrl+C to copy, Ctrl+X to cut, or Ctrl+V to paste. Multiple Node Select The editor even supports multiple selection. Holding the Shift key while clicking on nodes will select all the clicked nodes at once. Hold the Ctrl key to select non-contiguous nodes. |