bigmap editor

motivation
The recent 0.2.4 release added support for larger maps:
> Similar to gfx memory mapping, the map can now be placed at address 0x8000 and above (in increments of 0x100). This gives 4 times as much runtime space as the default map, and an additional POKE is provided to allow customisable map sizes.
Larger maps are now possible, but it's difficult to get them into memory -- the built-in map editor only works with vanilla-sized maps.
This cart is a full map editor that makes it easy to make these larger maps!
features

tight iteration loop - play a level in your game, jump into the map editor to make a small tweak, and return to the game with minimal friction

change map size at any time

max width: 256 tiles
max height: none
max total size: 32K tiles (e.g. 128*256, or 32*1024)

easy copy-paste (right mouse + drag to copy, left mouse to paste)
zooming inout
large brushes - place multiple tiles at a time
show 16x16 'room' outlines (useful for carts like celeste that are made of many 16x16 rooms)

'transparency' - optionally treat sprite 0 in large brushes as 'transparent'

compressed maps using PX9
autosaving
the map editor uses 0 of your tokens -- it's a completely separate cart that you only use during development
(well, it costs ~300 tokens to load the map string and run the decompressor)
your game will still be splore-compatible
your game can call map(), mget(), tline() etc without any extra work

undoredo?
The editor currently has no undoredo functionality. That's not ideal! I'm hoping to get it working soon.
To undo all changes since your last save (probably the end of your last session using bigmap), use the 'discard changes' button in the top-right.
If you make a large mistake, replace map.p8l with your an autosaved version (inside mygameautosave) and reload bigmap.
setup

Setting the bigmap editor up take



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