pretmap's People
pretmap's Issues
Developement skills
can separate UI from logic it's very important to understand easly the source code.
for exemple
Generic part GBA-Part pokemon-Part pokemon Ruby,Emerald,etc.. -Interficie
i think that is possible and it's very useful to develop any program.
i'm writting a framework for pokemon gba developement with c# and i follow your work to learn how to do this part...
https://github.com/TetradogPokemonGBA/PokemonGBAFrameWork
[sorry my bad english...]
Add ability to delete maps
This one might be a bit tricky because there are many places in the decompilation projects that would be affected. And what if another map has a warp that points to the deleted map? Lots of things to consider.
Change mouse cursor depending on which of the tools is currently selected
pencil, cursor, bucket fill, eye-dropper would make it more obvious which one you have selected when editing.
Suggestion for Smart Pathing
While smart pathing is amazing and will make things much easier in some cases, having it be fixed to 3x3 stretches is limiting. I would suggest a modifier that when held down draws 2x2 paths instead. Perhaps another modifier could be user determined, allowing the user to specify that they want nxn tile paths and the smart pathing will draw them accordingly.
Additionally (and I know this is known), support for FR style paths will be needed in the future. Mountains and stretches of water will need this support as well, as they also use corner tiles.
Thank you!
Set properties when adding new map
When adding a new map, present the user with a dialog box which allows them to choose things like width, height, tilesets, etc. Currently, it creates new maps with default values.
"Open in Text Editor" button
AMap does this with XSE. Need to be able to open up a relevent script file with text editor with just a single click. Let the OS handle opening it up.
Add ability to change a map's width and height
+ type Cursor for dragging the map around
I hate using the scrollbars. Can we have a traditional drag mode?
Tileset/Blockset Editor
This issue should have been made already.
Add ability to toggle a grid in the map editor
Creating new object only allows for "N" object
Would be nice to be able to create signposts and warps. Could also add support for flightspots and healing places. :)
Make Mapping Efficient by Copying Shortcuts From A-Map
The build you uploaded to Mediafire is good, but mapping with pretmap is a much clunkier and slower experience than mapping with A-Map.
In my opinion, the following suggestions are vital to 1.0:
*Right-Click to copy a tile from the map.
*Middle-Click to fill.
*Ctrl+Right-Click+Drag to copy a group of tiles from the map.
As of right now, you need to move your mouse up to the top of the window, select eyedropper to copy, head back down to the map, copy a single tile, then head back up so you can draw on the map, and then back down to draw that tile. That's incredibly inefficient. Furthermore, ALL clicks perform the currently selected action. I don't need three buttons to do the same thing. Spread that functionality out so that mapping is more streamlined and less tedious, perferably in a way that doesn't break existing muscle memory.
There is functionality to copy a group of tiles from the tileset, but not from the map. If my house tiles, say, are not all together on the tileset so that I can copy them in one group, I have to reassemble them every time I want to put down a house with the current implementation, something A-Map avoids by allowing us to multi-select tiles from the map to copy and plop down.
Miscellaneous Suggestions:
*Shift+Left-Click+Drag to draw multiple tiles using smart-pathing logic instead of the by-grid style.
*Implement the map shifting functionality from EliteMap.
*Make some delineation between the open map and the connections/border. I am inadvertently trying to draw on them without realizing that they're not my current map because they are so seamless.
*Ability to open an event's script file with defined text editor/IDE.
Add plugin support for easy extension and support for source changes
This isn't anything too urgent, but it would be nice to have a plugin system that would enable compatibility with changes to the original source. For example, someone could write a module that would enable a day/night cycle, and a plugin so the different times of day and different wild Pokémon could be shown.
Give proper labels to coord_events fields
Also known as "trap". Should be "Flag" and "Flag Value", instead of "Unknown 1" & "Unknown 2".
Allow to replicate already existing groups of tiles
I just thought about another one, let the user use the Color Picker tool to select an already existing group of tiles inside a map.
For example, holding the left click while the color picker tool is enabled, would allow you to copy X house or tree, and then by changing to the pencil tool and using the left click, you would be able to put as many copies of that house or tree as you want.
This could be particularly useful in some cases, like for example with Professor Birch's Laboratory in Littleroot Town which seems to be a huge pain in the butt to replicate manually.
Add ability to save screenshot of map
For bonus points, allow an option to include or exclude the map's connections.
Double-click on warp should open the destination map and auto-select the destination warp
A nice quality-of-life feature that makes testing your warps easy.
Fix default sidebar width
It should default to the width of the contents.
How to build from source?
Title explains. Ideally, build instructiions should be put into an INSTALL file or similar.
Give friendly dropdown values for signpost event "Type" field
(e.g. "Facing Up", "Facing Down", "Facing Left", and "Facing Right")
Use enum value from pokeruby/pokeemerald. If there isn't an enum, yet, make one.
Add ability to add other types of objects besides people objects
Currently, the "Add" button can only add event objects. Warps, signs, traps, etc., need to be supported.
A document providing a change log
Title is self-explanatory. It'd be nice to have a... say, CHANGELOG.md file with a register of the big or most important features that are getting added to PretMap, for everyone's convenience.
Display the x,y coordinates of the metatile that the cursor is hovering over.
Add ability to change a map's primary and secondary tilesets
A document providing an install guide
1.1 Release Requirements
- #7 Change mouse cursor depending on which of the tools is currently selected
- #33 Add ability to zoom map view in and out
- #38 Suggestion for Smart Pathing
- #51 + type Cursor for dragging the map around
- #56 A document providing a change log
- #59 Make Mapping Efficient by Copying Shortcuts From A-Map
- #60 "Open in Text Editor" button
- #62 Suggestion
- #64 Tileset/Blockset Editor
- #67 A document providing an install guide
Ability to add new maps
1.0 Release Requirements
Required:
- #4 Add ability to change a map's width and height
- #5 Add ability to change a map's primary and secondary tilesets
- #14 Add ability to add other types of objects besides people objects
- #15 Give friendly movement type values for map objects.
- #16 Give friendly dropdown values for signpost event "Type" field
- #18 Double-click on warp should open the destination map and auto-select the destination warp
- #27 Add Tooltips to each of the options.
- #30 show neighbouring maps
- #31 movement permissions
- #32 undo/redo buttons
All other issues are optional.
Is there anything else minor we can add before a 1.0 milestone? Anything minor such as #51 .
Ability to import maps from another ROM
To make pretmap usable for dissassemblies, we need to implement an "Import" feature that tries to target a ROM (usually a ROM hack) with the same base (read the ROM header) and try to replace the dissassembly's maps with the dumped maps, automatically naming all the Maps and MapGroups 00, 01, 02, etc.
This will make it actually feasible for people to more easily transfer their rom hack bases to a dissassembly.
Map Region Editor
If we're going to be adding new maps, we should be able to place where they are on the region map; which would imply some sort of region map editor.
Add ability to rename maps
Suggestion
Adding some support for block editing, like Advance Map has.
Allowing editing the blocks for more map customizing!
Add ability to modify map connections
Load all item names and populate the dropdown list in the hidden item editor
undo/redo buttons
should be self-explaining.
Toggle showing connected maps
just like you have a box for "show grid" it would be great to have a feature that shows the neighbouring maps after clicking on a box. the neighbour maps should be greyed out to distinct them from the active map.
Add Tooltips to each of the options.
Only expecting this to be done before a 1.0 release, otherwise Tooltips might change, wasting development time. Simply hover your cursor over an option and let it set 3-5 seconds for one to appear.
Smart path tool
Right-click select is not very discoverable.
Give friendly movement type values for map objects.
Use the enum names. If there is no enum yet, make one in pokeruby/pokeemerald.
Couple of suggestions
-
Allow the user to copy an already existing tile by using the Right Click instead of having to use the color picker tool.
-
Allow the same function to be used for movement permissions, or collision blocks, whatever they're called here.
-
Allow the user to hide anything that is outside of the grid when visualizing a map.
-
Add proper documentation at some point down the road, on what does each field of each section inside PretMap do.
For example, right now I do not entirely understand things like Location or Visibility inside the Header at the Attributes Tab, or the Replacement and Property fields when seeing an NPC's data,
Flood fill whole selection
Right now it only fills with the top-left tile of the selection.
Change Warp IDs When Warp Tile is Selected to Start Counting from 0
Add the flightspots and healing places
Similar to warps
movement permissions
It would be great to be able to edit movement permissions. To safe time it would be even better to give default movement permission values to tiles.
Add ability to zoom map view in and out
in amap a ingame 16x16 block is always seen in 16x16 size on the computer screen aswell. i would like to have a feature that makes that block appear in 32x32 on the screen without changing the ingame values.
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