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This page serves as an index for all tileset related pages and also features some general information.
This guide will provide you with information about using and making tilesets.


==Pages==
==Tilesets in stages==
Each area of a stage contains a main tileset and up to 3 "regular" tilesets.


* [[Tilesets/Palette|Tilesets Palette]]
Main tilesets (often referred to as Pa0s) usually contain tiles with special functionality such as question and brick blocks, pipe collisions donut lifts and other less theme specific tiles.
* [[Tilesets/Creating Custom Tilesets|Creating Custom Tilesets]]
* [[Tilesets/Tiling Guide|Tilesets Tiling Guide]]
* [[Tilesets/Creating Normal Maps|Creating Normal Maps]]
==General information==
Each Area of a level contains a main tileset and up to 3 "regular" tilesets.


Main tilesets (often referred to as Pa0) usually contain tiles with special functionality such as question and brick blocks, pipe collisions, donut lifts, animations and other less theme specific tiles.
You can change which main tileset is being used in the area the '''Area Settings'''.

You can change which main tileset is being used in the current Area in the '''Area Settings''' menu.


The other tilesets are used for the more regular tileset objects like ground and decorations.
The other tilesets are used for the more regular tileset objects like ground and decorations.


Each tileset forms a 16 by 16 square of tiles, for a total of 256 tiles per tileset.
Each tileset forms a '''16x16''' square of tiles, for a total of 256 tiles per tileset.


Every tile has a size of 60 by 60 pixels, giving the tileset a total tileset resolution of 960 by 960 pixels.
Every tile has a size of '''60x60''' pixels, giving the tileset a total tileset resolution of '''960x960''' pixels.


The 3 regular tilesets combined have a total space of 768 tiles. And together with the main tileset, the total amount of tiles available per area is 1024 tiles.
The 3 regular tilesets combined have a total space of 768 tiles. Together with the main tileset, the total amount of tiles available per Area is 1024 tiles.


In the '''Tilesets''' menu of [[Miyamoto Level Editor|Miyamoto]] is the option '''Use RGBA8'''. If this option is checked, tileset images will be saved in a higher, less compressed quality at the cost of increasing the file size.
In the '''Tilesets''' menu of [[Miyamoto Level Editor|Miyamoto]] is the option '''Use RGBA8'''. If this option is checked, tileset images won't be compressed. This prevents the image quality from decreasing, but increases the file size.


Unlike sprites, tiles can only be placed on the grid.
Unlike sprites, tiles can only be placed on the grid.
==Using the Palette==
Under the '''Objects''' tab of the '''Palette''' you will find 3 different tabs:

[[File:tabs.png|300x300px]]
* The '''Main''' tab contains all of the tileset objects that are found in the main tileset
* The '''All''' tab contains all of the tileset objects found in the '''objects''' folder
* The '''Embedded''' tab contains all of the tileset objects found in the objects folder

=== Placing objects from the All tab ===
To use the '''All''' tab you will need to have the [https://download1767.mediafire.com/1u5d7e34ri5g/uj2b2szy7eytyz3/Objects.zip '''objects'''] folder installed and the objects path of '''Miyamoto''' set to the location of it.

If set up correctly, this tab should show a list containing all of the tileset objects found inside the folder.

By selecting one of the objects on the list and placing it in the stage, the object will be added to the first available place found in one of the regular tilesets, thus also becoming available in the '''Embedded''' tab.

'''Important:''' After placing an object from the '''All''' tab, you shouldn't use the '''All''' tab again to place that same object as this might create a duplicate of that object.

This might result in tileset space running out as there is a limited space of 768 tiles.

=== Placing objects from the Embedded tab ===
This tab shows all of the tileset objects throughout the 3 regular tilesets in the current area.

From here, you can simply select tileset objects and place them in he stage without decreasing the available space for tileset objects.

You can also import and export tileset objects from this tab.

Each object in the '''objects''' folder can be imported like this, though using the '''All''' tab is easier.

To import or export all objects you can simply use the buttons at the top and to export a singular object, you can right-click an object to make the option appear.

If you have ran out of space, you can remove unnecessary or duplicate objects from this tab by right-clicking them and pressing '''Delete'''.

If '''Miyamoto''' shows you an error, telling that the object can't get deleted because there are still instances of that object, simply right-click the object in the '''Embedded''' tab and press '''Delete instances'''.

Alternatively, you can directly replace the object you want to get rid of with the one you want to add by right-clicking that object and pressing '''Replace.'''

==Layers==
Under the objects tab of the '''Palette''', right underneath the 3 tabs mentioned before, there is the option '''Paint on layer'''.

[[File:tabs.png|300x300px]]

Tiles you place in the stage will be added on the layer this option is set to.

Normally when you place multiple tiles on the same position, the last placed tile will overwrite the others, which is most noticeable when the tile contains a lot of transparency.

If you want to place a tile directly in front or behind another tile you can do so by placing them on 2 different layers.

You can change the the layer of an already placed tileset object by first selecting it, then holding ALT and clicking on the layer you want it to be on from the '''Paint on layer''' option.

[[File:layer buttons.png]]

These buttons on the '''Toolbar''' can enable or disable the visibility of the tiles on the individual layers to easily see on which layer tiles are placed.

Layer 0 goes in front of the others and layer 2 behind them.

[[File:layer_comparison.png|alt=|300x300px]]

Here you can see a comparison between having everything on a single layer (left) and using multiple layers (right).
=== Interaction with players ===
Player can only touch tiles on layer 1 and always appear in front of layer 1 and behind layer 0.

There is the option '''Layer 0 Spotlight''' in the '''Zone Settings'''. If this option is checked, a spotlight that makes layer 0 tiles transparent appears around you if you walk behind layer 0 tiles.

The spotlight will only appear if you're behind the collision of tiles on layer 0.

Layer 2 is mainly used for background tiling and tiles on that layer are exclusively decorative.

== Making custom tilesets ==
By clicking on '''Tilesets''' at the top of the screen, you can reveal a menu with the options to edit any of the tilesets in the current area.

Clicking on one of these will open '''Puzzle NSMBU''' which is build into Miyamoto.

[[File:puzzle.png|600x600px]]

After you're done with editing with '''Puzzle''', make sure to close the window by pressing '''File''', then '''Save and Quit''' or simply '''CRTL'''+'''S''', as just closing the window normally will not register your changes.

=== Editing the image ===
The most notable part of a tileset is the image used for the tiles.

This image is aligned in a 16 by 16 square of tiles. Each tile is 60 by 60 pixels and the full image has a resolution of 960 by 960.

To edit this image, you can press '''File''', then '''Export Image''' or simply press '''CRTL'''+'''E''' to export the image as a '''png'''.

From there, you can just edit the image with your image editor of choice.

A lot of NSMBU modders use [https://www.getpaint.net/download.html Paint.net], which can be downloaded for free on Windows.

Alternatively, you can also create a new empty image, as long as it has a resolution of 960 by 960.

You can find the images from some of the tileset objects of the original game in the '''objects''' folder of '''Miyamoto'''.

You can use this [https://download1334.mediafire.com/ojmgw06thoog/xi9163h5tc7r1ze/grid.png grid] to more easily tell where tiles are positioned when designing a tileset.

Make sure that the individual tiles of your tileset loop properly with the tiles it should connect to.

If you want to add randomised tiles, you have to make sure that they're horizontally next to each other.

Most of this process is within your image editor, so we won't really explain that here.

When you're finished with the image, you can import it to '''Puzzle''' by pressing '''File''', then '''Import Image''' or '''CRTL'''+'''I'''.

=== Setting collisions ===
To determine which way the player will interact with tiles, each tile has a set collision.

You can turn on the option '''Overlay Collision''' to see the collision each tile has.

To change the collisions of a tileset, we'll be looking at the '''Behaviours''' tab.

The '''Behaviours''' tab is made up out of 4 options:
* The '''Core Type''' option determines the main behaviour of the tile. There is a decent amount of settings but only 5 of them are of use in most circumstances:
** The default behaviour, which gives tiles a basic square collision.
**The 2 types of slope collisions, indicated with triangle icons, which give tiles a sloped collision.
**Explodable blocks, indicated with an icon of a used, wooden, stone and red block combined, which are just like the default behaviour, but can be destroyed by certain things such as '''Bob-ombs'''.
**Damage tiles, indicated with a skull icon, which can either damage or even directly kill players.
*The '''Parameters''' option expands the options of the '''Core Type''' option. The settings given in this option are different for each '''Core Type'''. Some noteworthy settings are:
** For the 2 types of slopes, you can more specifically define which part of a slope it is. The collision of tiles will have the same shape as the icon of this setting.
**For explodable blocks, the only thing that changes between the settings are the particles being dropped when a tile gets destroyed.
**For damage tiles, you'd mainly want to use the 4 types of spikes, though the 3 different options of instant death are there.
*The '''Collision Type''' option controls the solidity of tiles. The different settings are:
** No solidity, which makes tiles have no collision at all. This setting is required for instant death tiles. Spike tiles will still damage you with this setting, which can be handy for something like freezing water.
**Solid, which just makes tiles have a solid collision you can touch. This is the setting you'll be using for most tiles.
**Solid-on-top, which makes tiles able to be touched from above, but not from other direction. This most commonly used for bridges and semisolid platforms.
**Solid-on-bottom, which functions the same as the solid-on-top setting, but on the bottom side instead of the top. It's unlikely that you'll need this setting.
**Solid-on-top-and-bottom, which is a combination of the previous 2, being solid from above and bellow, but not from the sides.
**The 2 types of slides, which are slope exclusive collisions. They make you instantly go in a sliding position and unable to jump, but you can still perform spin jumps and climb them that way.
**The 2 types of staircases, which are also for slopes, but they make you unable to slide down them.
**For both slides and staircases, the difference between types (1) and (2) is that (1) has a solid collision and (2) has a solid-on-top collision. (2) can also be walked past if it touches solid ground.
*The '''Terrain Type''' setting simply determines which sounds and particles are used if you walk over tiles. They only matter for tiles that are on top of the terrain.
To give a tile the properties you have selected which these 4 options, you can simply click on a tile of the image at the left.

=== Making objects ===
After designing the image and having set the collisions for it, you still need to make the tileset objects which you'll be placing in the stage.

The objects are the things you'll actually be placing from the '''Palette'''.

To make and edit the objects of a tileset you have to go to the '''Objects''' tab.

[[File:puzzle objects.png|600x600px]]

On this tab, there are buttons to add and remove objects, which are pretty self explanatory.

Though it's possible to make a separate object for each tile, it would make it incredibly messy and inconvenient to work with.

You can see what your object looks like in the bottom part of the tab.

Underneath and to the right of the object are '''+''' buttons, which make the extend the size of the object and '''-''' buttons, which make make it smaller.

You can click on a tile of the image on the left to select it. Once you have selected a tile, you can click on a spot of the object to set it to that tile.

With a 1 tile big object, there are 2 checkmarks above it. You can check both of these to make it a randomised object.

A randomised object is a group of tiles which are directly horizontally next to each other. For each tile of an object that is placed in the stage, the game will randomly pick one of the tiles in the group to load in.

To the right of the checkmarks is a bar where you can fill in a number to indicate how big the group is. You need to make sure that selected tile of the object is the left most tile of the group.

Another option is the repetition. With the option, you can make certain parts of the object repeat throughout it.

The first setting is '''No Repetition'''. This uses no special repetition and just repeats the whole object.

The next three settings function very similarly, just with the first being horizontal, the second being vertical and the last being both.

These allow you to divide to object in parts by setting lines. The parts between the lines repeat while the parts outside of them only stay at the edges.

The last 4 settings are for slopes and staircases. They make the whole object repeat, but with each repeat being 1 tile higher or lower than the previous one, depending on the type.

Upward slopes go upwards as you follow them to the right, while downward slopes go downwards. There is not too much of a difference between the normal and reverse slope types.

=== Editing the normal map ===
Besides the main image that is being used, there is also a second image that is less noticeable in game, that being the normal map.

The normal map applies dynamic lighting to a tileset, essentially making the 2D image have the lighting of a 3D model. This lighting effect is mainly noticeable near light emitting actors like fireballs.

If you want to find more information about normal maps, consider searching it up on '''Google'''.

The normal map can be imported and exported just like the main image can, with it's own pair of buttons.

You can view the normal map in '''Puzzle''', by pressing '''Task''', then '''Toggle Normal Map'''. You can go back to viewing the image by doing the same thing.

There are certain programs and plugins to autogenerate normal maps, however these usually give terrible results, so it's even preferable to not include one at all.

The best result is usually obtained through making it by hand with your image editor of choice. If you've used parts of vanilla tilesets, you can use the normal maps of them, which are also in the '''objects''' folder.

If you're struggling on making normal maps or don't want to go through the effort, it's usually fine to leave them out.

=== Animated tiles ===
There are a few animated tiles you can use.

Animated tiles are only available in the main tileset. If you open the main tileset in '''Puzzle''', you can go to the '''Animations''' tab.

There you'll find alll of the animated tiles. It's sadly not possible to add more of them, so we'll have to just do with the ones we have.

If you want to edit the animations, it's recommende to turn use '''All-Frames View''', as this will allow you to import and export the entire animation as 1 image.

That way you'll get an image with all of the frame vertically next to eachother

You can't change the amount of frames or speed of the animation. If you try to insert an image that has less frames, it will play the animation as if the bottom row is stretched out to make the right size.

The animations of the 2 types of brick blocks spend a longer time on the first frame and then goes through the others really fast, while the other animations all take the same amount of time per frame.


[[Category:Misc]]
Even though there aren't any objects in the tileset that contains the big question and brick blocks, you can still add new objects that contain their tiles.

Latest revision as of 04:45, 8 November 2022

This page serves as an index for all tileset related pages and also features some general information.

Pages[edit | edit source]

General information[edit | edit source]

Each Area of a level contains a main tileset and up to 3 "regular" tilesets.

Main tilesets (often referred to as Pa0) usually contain tiles with special functionality such as question and brick blocks, pipe collisions, donut lifts, animations and other less theme specific tiles.

You can change which main tileset is being used in the current Area in the Area Settings menu.

The other tilesets are used for the more regular tileset objects like ground and decorations.

Each tileset forms a 16x16 square of tiles, for a total of 256 tiles per tileset.

Every tile has a size of 60x60 pixels, giving the tileset a total tileset resolution of 960x960 pixels.

The 3 regular tilesets combined have a total space of 768 tiles. Together with the main tileset, the total amount of tiles available per Area is 1024 tiles.

In the Tilesets menu of Miyamoto is the option Use RGBA8. If this option is checked, tileset images won't be compressed. This prevents the image quality from decreasing, but increases the file size.

Unlike sprites, tiles can only be placed on the grid.