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Map16 Remapping Tutorial
Forum Index - SMW Hacking - SMW Hacking Help - Tutorials - Map16 Remapping Tutorial
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So this is my first tutorial here. Since Sarco requested one for Map16 remapping I might as well make one.

Well, let's get started.

The remap function for the Map16 editor can be quite helpful when you want change the settings of a big amount of tiles at once but not for all of them. Let's say you want to change the palette of some tiles in a big area from 5 to 6 but don't want to change the tiles that don't have their palette set to 5. That is the kind of stuff you can do with it.

I would suggest that you try this out in Lunar Magic as you go along with the tutorial to achive the best learning effect.

1. 8x8 Tile Remapping

As you can see, we have a setup of grass tiles here. Now what if we didn't want the tiles in GFX17 but the ones in GFX1F?

What you do for that is hover over the tile you want to change and read what GFX tile it is at the bottom of the editor (you can also click on the tile or search for it in the 8x8 editor).

Then you do the same for the other grass tile.

As you can see the tiles are 93 and 94. You want to keep those in mind.

Now you have to look for the tiles you want to use.
For that you open up the 8x8 editor and search for them there. You can just hover over the tiles again (it doesn't matter if you use the 8x8 editor of the map16 editor or the regular one).

As you can see the tiles here are 211 and 26A. You want to remember those as well.

Now let's go for the actual remapping.

First you need to select the area that you want the remapping to change.

Then you press the 'Remap' button.

Now in the new window that opens up after that you want to type:


It should now look like this:

Don't forget to press enter after one line. You have to do that otherwise it will not work.
After you typed that out just click on ok and you should be done.
Now like this you can change any tile to any other tile. Just keep the format in mind:

[Old tile number],[new tile number]

This is useful, if you want to change a lot of tiles at once and want to keep the x and y flips as they are or you want to change some tiles in a big area but don't want to effect all of them.

There are other 8x8 tile remap commands which I will talk about later.

2. 16x16 Tile Palette Remapping

So this isn't a whole lot different than 8x8 tile remapping. Let's go with another example here.
Here we have a pretty ugly BG palette. Now let's say that the palette they use is already in use and we have to change the tiles themselves. We can't just select the whole area and change the palette, because there are clouds in there as well and they look perfectly normal. So this is where palette remapping comes in handy.

First you want to know which palette the tiles you want to change use. In this case it's palette 5. Remember that. Now let's say that you want them to use palette 0 instead.

Now you select the area again.

Hit the remap button and now type in the same field as before:


The format here is:

P[old palette number here],P[new palette number here]

As you can see the palette of the hills changed without the clouds being changed.

There are other palette remapping commands which I will talk about later.

3. 16x16 Tile Behaviour Remapping

This is something I don't use often, but you might find a good use for it. This type of remapping changes the behaviour of 16x16 tiles.

Let's say we have a setup like this:

As you can see the ledge we have there is set to behave like a grey cement block which doesn't work too well with slopes. Now of course we could just click on each ledge and change the 'act as' settings to 100 instead of 130, but if we had more of those 'wrong' ledges there remapping probably is the better option.

So in oder to remap them you have to first know what they behave like now (in this case it's behaviour 130) and you have to know what you want to change it to (in this case it's behaviour 100 aka. normal ledge behaviour).

Just select the area again.

And click remap again.
Now you want to enter:



G[old behaviour number here],G[new behaviour number here]

Just press okay again and you should be good to go.

4. Variations of the remapping commands

As I said before, there are some other commands you can use for remapping. I'm now going to tell you about the most important and useful ones.

a. Remapping a series of tiles/palettes/behaviours at once


If you want to remap the 8x8 tiles 100, 101, 102 and 103 to tile 200 you can use this:



[first 8x8 tile of the series]-[last 8x8 tile of the series],[new 8x8 tile]

This also works if you want to change tiles 100, 101, 102 and 103 to tiles 200, 201, 202 and 203:



It's pretty much the same with palettes as well. If you want palettes 4, 5 and 6 to be 7 you can use this:


Keep in mind not to do this as it won't work:


Don't use a second P before the 6.

This also works if you want palettes 4-6 to be 0-2:



For the behaviour settings it's the same:


This also works:


And this is pretty much it for this variation.

b. Offsetting 8x8 Tiles/Behaviours

Here you have different options. This kind of command moves an 8x8 tile a certain amount of tiles. This is best showed with an example.

Now the first option is to select and area and click remap again, but this time we are going to use the first field in the window.
We can use a + or a - here. If we type +5 in there it will make the 8x8 tile 100 into tile 105, tile 101 into tile 106, etc. A -5 will make tile 100 into tile FB, 101 into FC, etc.
It should look like this when used.

For example, this piece of wood...

looks like this after the command was used.

This is a pretty unspecific command, as it remaps everything in the space you select, but there is also a different version of it where you have to use the second field in the window again.
What you are going to type there is:


This will make tile 100 into 105, 101 into 106, 102 into 107 and 103 into 108. But this command will only change the tiles you specify and not all of those in the selected area.

As you can see the format here is mostly just:

[first old 8x8 tile]-[last old 8x8 tile],+(or -)[how far to move the tile]

You can also do this with the behaviour settings. It works like this:


It will make a tile that acted like tile 100 before into tile 125. Aka instead of acting like a ledge it would act like a question block with a key, wings, etc. inside of it.

And that's it for this variation on 8x8 tile remapping.

c. 8x8 Palette remapping

This is a variation that melts 8x8 tile remapping and 16x16 palette remapping. It will change the 8x8 tiles you specify to a palette you specify. This is how it works:


This command would change every tile 100 in the area you select to use palette 3. The format is:

[8x8 tile number],P[new palette number]

As you might know by now, you can also do this:


It will make tiles 100, 101, 102 and 103 use palette 3.

And this is pretty much it. There still is another command, which I won't explain here as I think that it's way too complicated and not that useful either.

Down below you can find the most important parts of remapping.

5. Important parts to remember

Don't forget to add line breaks like this if you want to do several commands at once.

Don't do stuff like this:




It won't work because of the extra G or P before the second number. Remove it and it should work.

Instead of this:




you can also do this:




It won't change anything. It's just shorter.

And that is pretty much it. If you have any suggestions on what I should add, please tell me. I hope it helped you understand remapping a bit.
It looks pretty good, though there are two things I would mention: the R and M commands. R is for specifying rectangles, so, say, R100-137 would encompass tiles 100-107, 110-117, 120-127, and 130-137. M is for moving a block of tiles to another location. For instance, R100-137,M248 would change tiles 100-107, 110-117, etc. into tiles 248-24F, 258-25F, etc.
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