06-23-2025, 08:21 PM
Decided to get the animals with tile grid. Also prepared some maps for assembling by slapping the layers on the sheets.
And now for something really chaotic:
While in this case the bottom of the map has just a line of boxes with garbage or nothing, the top, left and right show repeated tiles as part of the map wrapping.
This is all within the tile map viewer of bsnes-rawpalettes and completely normal.
Depending on where you enter the map, the overall display in tilemap viewer changes a bit and shows more or less wrapping. For example: If you enter a map on the top left, you won't have screen wrapping at the top and the left.
And if the map has the perfect size, then you also won't have it at the right and the bottom.
But usually, that's not the case. With my experience so far, I decided to not cut useless things out from the screenshot, but rather assemble the raw map with all the map-wrapped duplicate junk.
The big advantage is to avoid confusion with other layers, since I rip them all the same and only once everything is assembled, I start cutting the garbage parts off. It just makes processing the entire ordeal faster and more reliable.
After that, I organize the sheet and assemble the full map with the other layers:
bottom: shadow/water layer, no transparency or whatsoever
lower layer: tiles below the player
upper layer: tiles that overlap the player
top: shadow/water layer, this time with blend mode: normal & opacity: 50%
Sometimes sprites are used to complete the tileset, but this is very rare (Abyss of Thor, Interior).
As far as I can see, there are very few to no mixed priorities in terms of who is on top of who, tile-wise.
The only exception I've seen so far is Venezzia (Past, Future) and it only concerns the chimneys.
Mixed Priorities means upper layer tiles are in the lower layer and vice-versa.
Upper and lower layer are internally actually split up in two sections, BUT
1) in most cases it doesn't matter and is useless
2) even if it does matter, it bloats up the sheet
3) you can't select that in tilemap viewer anyway, only in effect toggle which is very inconvenient to use
General layer system is the same as in Star Ocean (SNES) and I really struggled with the first town until I realized in ToP that you're supposed to use one of the layers twice.
And now for something really chaotic:
While in this case the bottom of the map has just a line of boxes with garbage or nothing, the top, left and right show repeated tiles as part of the map wrapping.
This is all within the tile map viewer of bsnes-rawpalettes and completely normal.
Depending on where you enter the map, the overall display in tilemap viewer changes a bit and shows more or less wrapping. For example: If you enter a map on the top left, you won't have screen wrapping at the top and the left.
And if the map has the perfect size, then you also won't have it at the right and the bottom.
But usually, that's not the case. With my experience so far, I decided to not cut useless things out from the screenshot, but rather assemble the raw map with all the map-wrapped duplicate junk.
The big advantage is to avoid confusion with other layers, since I rip them all the same and only once everything is assembled, I start cutting the garbage parts off. It just makes processing the entire ordeal faster and more reliable.
After that, I organize the sheet and assemble the full map with the other layers:
bottom: shadow/water layer, no transparency or whatsoever
lower layer: tiles below the player
upper layer: tiles that overlap the player
top: shadow/water layer, this time with blend mode: normal & opacity: 50%
Sometimes sprites are used to complete the tileset, but this is very rare (Abyss of Thor, Interior).
As far as I can see, there are very few to no mixed priorities in terms of who is on top of who, tile-wise.
The only exception I've seen so far is Venezzia (Past, Future) and it only concerns the chimneys.
Mixed Priorities means upper layer tiles are in the lower layer and vice-versa.
Upper and lower layer are internally actually split up in two sections, BUT
1) in most cases it doesn't matter and is useless
2) even if it does matter, it bloats up the sheet
3) you can't select that in tilemap viewer anyway, only in effect toggle which is very inconvenient to use
General layer system is the same as in Star Ocean (SNES) and I really struggled with the first town until I realized in ToP that you're supposed to use one of the layers twice.