Locations Properties
Locations Properties Description

The Location Properties window loads when the Locations option is clicked in the Window menu. This window holds the various properties of the loaded locations.

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.



Locations Window
Locations Window Description

This window shows the entire location being edited. Some locations hold more than one room, the rooms not currently selected will be darkened by the Scroll Mask (by default). If the room is too large to be displayed in it's entirety, scroll bars will appear to allow you to scroll to see the rest of it.

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.


Layer 1 and 2 Tile Swatch
Layer 1 and 2 Tile Swatch Description

All the tiles that make up the location map are contained here. Layers 1 and 2 are the main physical location layers. Layer 1 is the top half of the swatch, and Layer 2 is the lower half, though tiles from either half can be used for both layers. Right or left clicking on the tiles will select a tile for you to paste onto the Locations window.

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.


Scroll Mask
Scroll Mask Description

The scroll mask is in place to prevent the screen from scrolling to places it isn't supposed to. Look at the picture to the left, there are 3 rooms right next to each other. The scroll mask prevents the screen from scrolling beyond the current room and into the next rooms. The only room seen is the current one.

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


Location Exits
Location Exits Description

Exits are spots on the location maps that the playable characters walk into or on to change to another location, or the overworld. By default, the exits controls aren't shown, to make them visible, click the Window menu, and then click Location Exits. By clicking and dragging, you can drag the Location Exits tab off of the Location Properties window, and make it it's own separate window, if you like both windows visible at the same time.

Exits are shown as red empty rectangles in the Locations windows. Pressing Ctrl+5 will toggle exit drawing on and off.

Exit
The Total Exits field shows how many exits the current map contains.
The Exit field shows which exit is currently selected for editing.
The X and Y fields show the current exit's position on the screen in tiles.
The Width field shows the current exit's total width.
The Vertical field shows the style of the current exit, Vertical or Horizontal.

Destination
The Destination field shows what location the characters will move to when they step on it.
The X and Y fields show the position the character will appear at at the new location.
The Half Tile fields show if the character will appear a half tile above or to the left of their XY position.
The Facing field shows which direction the characters will be facing when they arrive at the new location.

Example

Were going to add a brand new exit to 006 Gato's Exhibit. That blue tent will now take our characters into Lucca's Room.

- Click the Map menu, then Exits to put a check by it. Now exits will be visible.
- Click the Total Exit up arrow until it reads '2'. Now there are 2 exits in this location. The new exit will appear in the upper left corner of the map.
- The default exit is on 0, so click the Exit field up so we can edit exit 1, the new exit we just created.
- Click the X field up to read C, which will position the new exit above the tent.
- Click the Y field up to read 5, which will put the single red box in the lower left of the tent doorway.
- Click the Width field up to read 2, now the exit covers the tent doorway perfectly.
- Click the Destination field to read A, Lucca's Room.
- Type 17 and 7 in for the Destination X and Y coordinates. Press Enter after each entry so Windows knows you are done editing.

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.



Tile Solidity
Tile Solidity Description

All the tiles have properties applied to them that affect how they act, react when stepped on, or pushed against. The solidity option keeps players from walking on tiles they aren't supposed to be walking on, like doors and walls. By default, the Tile Properties window isn't shown. To display this window, select the Window menu, and then the Tile Properties Selector.


By default, the Locations window does not visually show what tiles are currently solid. To make the Locations window show Tile Solidity, go to the Map menu and select Solidity (or press Ctrl+6).

- Solid Tile

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
- Rounded Corners - NW
- Rounded Corners - NE
- Rounded Corners - SW
- Rounded Corners - SE

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.
- Rounded Corner - SE - 45 Angle
- Rounded Corner - SE - 75 Angle


Each tile is made up of 4 smaller subtiles. The Solid Quads type lets you choose which subtiles are solid

- Solid Quads - NE
- Solid Quads - NW
- Solid Quads - SW
- Solid Quads - SE
- Solid Quads - NW & SW
- Solid Quads - NW & NE
- Solid Quads - NE & SE
- Solid Quads - SW & SE
- Solid Quads - NW & NE & SW
- Solid Quads - NW & NE & SE
- Solid Quads - NW & SW & SE
- Solid Quads - NE & SW & SE



Movement
Movement Description

Stair MovementLadder Movement Ladders, climbable areas, stairs, and slopes. There are tile properties that give your characters the ability to climb and walk up or down at an angle, like stairs and ladders do. They are represented in Temporal Flux as green arrows, as shown to the left.

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.


In the Tile Properties window, you will find all that you need to manipulate this feature. First select the Type of movement you want to add. Stairs and Ladders are your only two options for Movement.

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.



Z - Plane
Z - Plane Description

Whereas the X and Y axis run along the sides of your monitor, the Z axis would be extending out of it towards you. In this case, Z-Planes are kind of like the graphical layers of the map, but they are used to determine the "elevation" of a tile with respect to solidity. If Ayla is standing on a Z2 square, the adjacent Z1 square is solid to her (and vice versa).

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.



Enemy Solidity
Enemy Solidity Description

Solid areas that wandering or special enemies cannot walk through or appear in. Areas in green show the solid enemy areas in the current location.

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.



Unknown Bits
Unknown Bits Description

In some locations, there are tiles with bits that are active but their purpose is currently unknown. These bits can still be toggled on or off. If you discover the uses of any of these bits, contact Evil Peer so he can update Temporal Flux with the new information.

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.


To toggle a tile's Unknown Bits, just push the appropriate button under Unknown Bits. Multiple bits can be activated at the same time. Turning on bit 10 and 20 at the same time shows which tiles have both bits set.


Here are a few examples of the unknown bits.

Location - {070} Truce Canyon
Unknown Bit Active in this location : Byte 01 Bit 10


Location - {17A} Future Room (Ending: The Dream Project)
Unknown Bit Active in this location : Byte 01 Bit 20


Location - {002} Crono's Room
Unknown Bit Active in this location : Byte 02 Bit 80


Area Select
Area Select Description

Using the mouse, you can select multiple tiles, in the tiles swatch, in the location window and from other maps (with the same tile set).

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.

Here, I've right-clicked and pasted the area into the map.

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.


Save Map to PNG
Save Map to PNG Description

Saves the contents of the Location window to a PNG picture file.

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


Event Editor
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.

By clicking the blue label 'Events' in the Location Properties window, the Location Event Editor window will appear, with the event code for the currently loaded location.

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.