2b.) Creating and Importing Maps Using Mappy
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Mappy is a populour windows application for creating maps for tilebased games,
and luckily it exports to a format which Gigas understands. So if you dont
fancy using the GP32 editor, and dont want to wait for me to get around
to coding my PC editor - give it a try.
Make a new map, and pick a size between 30 and 100 for its dimensions - please
make sure both width and height dimensions are the same (50x50 is ok, 50x60 isnt)
While the Gigas-Editor supports maps which have a height different to the width,
you wont be able to import Mappy maps unless the width and height as the same.
Set the tilesize to 16x16, and click 'OK'
Now select 'File' and 'Import' and select the tileset.bmp you are using, this
will load the tiles.
Now select 'Layer' and add 2 more layers, so you have a Layer 0,1 & 2.
Thats it, your now free to create your map.
Now to export a map into Gigas is pretty easy, the export function
only does a layer at a time, so select Layer 0 and then goto 'File'
and select 'Export'
The export filename should be M<map number>L<layer number>
So if your making map1, and exporting layer 0 - it'll be "M1L0".
Now tick the 'Map Array (?.mar)' option and click 'OK' to export the map.
you'll now have M1L0.MAR, so go ahead and do the same for the other two layers
so you'll also have M1L1.MAR and M1L2.MAR.
Gigas doesn't call them .MAR files, but .DAT - so rename them all to .dat files
instead of .mar and then simply copy them into your game folder on the SMC
When you load the map on gigas you'll notice its wonky and everything is in the
wrong place, to fix this you must "FLIP" each layer you've imported.
So select the layer you've imported (or go thru all 3 layers if you've imported
all three) then press select and pick 'FLIP MAP' from the options list to correct it.
Once they are all corrected, resave the map and your done.
Sounds a bit fiddly, but its honestly not as tricky as it sounds.