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Add a easy way to see tiles that overlap. #115

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Sebanisu opened this issue Jan 13, 2025 · 0 comments
Open
3 of 4 tasks

Add a easy way to see tiles that overlap. #115

Sebanisu opened this issue Jan 13, 2025 · 0 comments
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enhancement New feature or request

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@Sebanisu
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Sebanisu commented Jan 13, 2025

Add an Easy Way to Identify Overlapping Tiles

Context

An example of this issue can be found in field glclub1:
Field Map Editor Issue #114

In this case, Palettes 14 and 15 conflict due to overlapping tiles.

Request

Add a feature to the editor that makes it easy to identify tiles that overlap.

Additional Details

Not all overlapping tiles are problematic; some are intentionally designed to overlap. However, certain overlaps can cause issues:

  • Problematic Overlaps:
    • Animated tiles vs. non-animated tiles.
    • 8-bit tiles vs. 4-bit tiles.
    • Tiles with different blending modes.
    • Tiles with different palettes.

Key Considerations

  1. Source Locations (X, Y, Texture Page): (Most Common Issue)

    • Overlaps caused by source locations are often due to the way tiles are positioned in the .map file.
    • If the .map file is modified correctly, the game should load it without sacrificing visuals.
    • For users who prefer not to modify the .map file directly, other workarounds exist:
      • For example, making the overlapping tile transparent can avoid rendering it in-game. While this approach creates a square hole in the image, it may be acceptable if the result is not noticeable during gameplay.
  2. Destination Locations (X, Y):

    • Overlaps related to destination locations occur when tiles are not aligned with the 16x16 grid.
    • To address this, the editor should:
      • Detect these overlaps.
      • Automatically increment the Pupu ID offset (e.g., add +1 to the offset bits) to ensure the overlapping tile is output into its own image, preventing rendering conflicts.
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