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<head>
<title>Mappy - Win32 1.4 documentation</title>
</head>

<body>

<p><a name="topod"></a></p>
<h2>Mappy - Win32 1.4 documentation</h2><br>
<p>Index:<br>
<br>
&nbsp; <a href="#welcome">Welcome</a><br>
&nbsp; <a href="#disclaim">Disclaimer</a><br>
&nbsp; <a href="#features">Features</a><br>
&nbsp; <a href="#quicks">Quickstart</a><br>
<br>
&nbsp; <a href="#maped">The Map Editor Window</a><br>
&nbsp; <a href="#blocked">The Block Editor Window</a><br>
<br>
&nbsp; <a href="#filemenu">File Menu</a><br>
&nbsp; <a href="#editmenu">Edit Menu</a><br>
&nbsp; <a href="#toolmenu">MapTools Menu</a><br>
&nbsp; <a href="#brshmenu">Brushes Menu</a><br>
&nbsp; <a href="#layrmenu">Layers Menu</a><br>
&nbsp; <a href="#cstmmenu">Custom Menu</a><br>
<br>
&nbsp; <a href="#scuts">Key Shortcuts</a><br>
<br>
&nbsp; <a href="#howit">How It Works</a><br>
&nbsp; <a href="#imgfmts">Supported image formats (BMP, PCX, PNG, TGA)</a><br>
&nbsp; <a href="#simple">Using Mappy as a simple map editor (.MAP format)</a><br>
&nbsp; <a href="#isohex">Important information about FMP1.0, Isometric/Hexagonal/other maps</a><br>
&nbsp; <a href="#hexhlp">+ Hexagonal map help</a><br>
&nbsp; <a href="#isohlp">+ Isometric map help</a><br>
&nbsp; <a href="#designc">Design Considerations</a><br>
&nbsp; <a href="#cstmmenu">Adding functionality with Lua scripts</a><br>
&nbsp; <a href="#markers">Using Marker Blocks</a><br>
&nbsp; <a href="#expgba">Exporting map for GBA/mobile</a><br>
&nbsp; <a href="#playlib">The Playback Libraries</a><br>
&nbsp; <a href="#fmpform">The FMP file format</a><br>
&nbsp; <a href="#mapform">The MAP file format</a><br>
&nbsp; <a href="#mapini">mapwin.ini settings</a><br>
&nbsp; <a href="#glossary">Glossary</a><br>
&nbsp; <a href="#vhistory">Version History</a><br>
</p>

<hr>

<p><a name="welcome"></a></p>

<h3>Welcome</h3>

<p><br>
&nbsp; Thankyou for using MappyWin32, hopefully you will find it a
useful tool in creating your own games. This software is freely
distributable, the only restriction is that 
you are not allowed to charge for this editor or distribute a modified version of this editor
without the author's consent. You may, of course, use the maps you create as you wish.
If you like it, you can make a donation at the tilemap.co.uk site, 
but this is not required. The example maps provided in the MAPS folder may be 
used for tests, but you must get permission for other uses.<br>
<br>
&nbsp; What is it? Well, I have tried to make the most
comprehensive and powerful 2D tile map editor about. The idea is
that you make some graphic 'tiles' of a set size (such as
16 pixels wide by 16 pixels high) with some paint package like this:<br>
<center><img src="images/TEST.BMP" alt="How to make the graphics"></center><br>
You are then able to put them in a grid using Mappy so they form a large
area. You can assign properties to these tiles so that maybe a
sprite (a graphic on the screen) can't go over certain tiles, or
maybe goes under one tile, but over another. You can also animate
tiles and lots more besides. If you don't find Mappy suitable for
your needs, or have suggestions for it, please email me about it (see the 'about'
option in the 'help' menu of Mappy for email address).<br>
<br>
&nbsp; There are several playback libraries available that
you can incorporate in your games which make loading, display and
animation of the map easy. These playback libraries are available
from the Mappy site, and include MappyDX (for DirectX SDK C and
C++ programmers), MappyAL (for Allegro programmers)
and many others. <br>
<br>
&nbsp;If you want to contact me, please email the address shown when
you select 'About' from the 'Help' menu or the feedback form or discussion board 
on the Mappy homepage. The current homepage for Mappy is:
<a href="http://www.tilemap.co.uk">http://www.tilemap.co.uk</a> or
<a href="http://www.geocities.com/SiliconValley/Vista/7336/robmpy.htm">http://www.geocities.com/SiliconValley/Vista/7336/robmpy.htm</a>
</p>

<p><a href="#topod">(top of doc)</a> </p>

<hr>

<p><a name="disclaim"></a></p>

<h3>Disclaimer</h3>

<p>&nbsp; This software and associated files are provided 'as is'
with no warranty or guarantees of any kind, you use them at your
own risk and in doing so agree that the author is in no way
liable and cannot be held responsible for any loss of
time/data/hair or anything else that may occur either directly or
indirectly from the use of this software or associated files. <br>
<br>
&nbsp; Sorry about that, but I don't think it's fair that I get
sued for something I release for free, just remember to keep
backups and you'll be fine. I have never lost any data or files
or had Mappy screw anything up, just be aware that if it does I
can't be held accountable :) </p>

<p><a href="#topod">(top of doc)</a> </p>

<hr>

<p><a name="features"></a></p>

<h3>Features</h3>

<p>Note: These are the features for Mappy Win32 other platforms
and versions have slight differences in features, but all make
the same FMP files...<br>
<br>
&nbsp; Single FMP file format (0.5) compatible with all versions of
Mappy and playback libraries<br>
&nbsp; User definable MAP file format for compatibility with other systems<br>
&nbsp; Supports 8/15/16/24/32bit colour modes<br>
&nbsp; Supports all resolutions<br>
&nbsp; Imports BMP, PNG, PCX and TGA files<br>
&nbsp; Supports still and animated tiles<br>
&nbsp; Supports tile sizes of 8*8 upto 128*128, including
non-square tiles<br>
&nbsp; <strong>30000</strong> tiles, AND 2048 anims available<br>
&nbsp; Can edit maps with  rectangular, isometric, hexagonal and other shape tiles<br>
&nbsp; Easy to use interface<br>
&nbsp; Fill (with still/animated blocks, brush (multi-block) and
random from brush)<br>
&nbsp; Lines<br>
&nbsp; Zoom (1x, 2x and 4x)<br>
&nbsp; Hotkeys and keyboard shortcuts, inc pickblock and
next/prev tile<br>
&nbsp; New, Cut, Copy and Paste<br>
&nbsp; Brush an area, then draw with it!<br>
&nbsp; Various playback libraries to use with your games to load
and display the FMP map file<br>
&nbsp; All colourdepths converting (display 8bit maps on 16bit
screens? no problem)<br>
&nbsp; Import and Export individual components<br>
&nbsp; Export data as text<br>
&nbsp; Lua support for expanding functionality with scripts<br>
&nbsp; Resize map array with recentering (nice)<br>
&nbsp; Undo (and Undo-undo :)<br>
&nbsp; Grid, for easy positioning/tile recognition<br>
&nbsp; Onion skin transparency<br>
&nbsp; Tidyup/space functions, gets rid of unused data<br>
&nbsp; Map information, see exactly how much space things are
using<br>
&nbsp; DirectX preview (MappyWin32 will run without DirectX
except preview), scroll around your animated map on any valid
DirectX mode (all valid modes for your system are listed),
includes parallax layer for transparency checking. On my
relatively lowly 200Mhz K6 I can run my monitor rate of 75fps in
800*600*16 with all layers and parallax<br>
&nbsp; Layers, 4 for each block, 8 in the map including
transparency and depth.<br>
&nbsp; Expansive and useful documentation (surely the best
feature?) </p>

<p><a href="#topod">(top of doc)</a> </p>

<hr>

<p><a name="quicks"></a></p>

<h3>Quickstart</h3>

<p>&nbsp;MappyWin32 runs under Windows 95, 98, Me, 2000, NT
and XP, it should also run under other OS with Windows emulation. 
You will need your desktop in 15bit colour or higher
(high or true colour, the more colours the better). Extract the 
files from the zipfile to your drive. Double click
mapwin.exe to start it, you can also associate the .FMP map files with 
mapwin.exe if you want.<br><br>
&nbsp;To try out and learn how to use MappyWin32 you can follow these 
two quick tutorials:<br><br><br>
<strong>Using MappyWin32</strong><br>
&nbsp;Make the window bigger by clicking the 'maximize' gadget to the 
left of the 'X' close gadget in the window's titlebar. Select
'Open' from the file menu, or simply press ctrl+o, and open the MAPS
folder. You should see the file test2.fmp (or 'test2'), double click
it and it will be loaded into the map editor.<br>
<br>
&nbsp; You should now see the map in the Map Editor (larger)
window, and the still blocks in the Block Editor (smaller) window.
If you have a high resolution desktop and the tiles look a bit
small, select a 'Zoom' from the MapTools menu. Click the left mouse
button over a block in the Block Editor window, you
should see a black and white rectangle appear round it,
indicating it is the active block. Now move the mouse over to the
Map Editor window and click the left mouse button to place the
block in the map. You can hold the left button down and move the
mouse to 'paint' with the block. Try scrolling
around the map with the cursor (arrow) keys, or using the sliders
at the right and bottom edges of the Map Editor window. You can
undo the last action you made by selecting Undo from the Edit
menu (or simply ctrl+z), you can undo your undo by selecting it
again.<br>
<br>
&nbsp; One of Mappy's best features are animated blocks, to see
them click the right mouse button in the Block Editor window, you
should see the title of the window change, and any animated
blocks will be displayed, you can select and use them just like
still blocks, you can right click again to get back to the still
blocks. In a new project, there are no animated blocks to start
with, you should switch to the animated blocks window, and select
'New' from the Edit menu.<br>
<br>
&nbsp; Handy shortcuts are to use the ',' and
'.' keys to select
the previous/next block and the 'p' key to select the block the
mouse pointer is currently over in the Map Editor window.
You can
double click the left button on a still or animated block in the
Block Editor window to edit its properties, try it on both still 
and animated blocks 
to see the options. You can use any of the options in the Edit
menu to manage the blocks, a new block only uses 32 bytes of 
memory and ordering them does not change the graphics order.<br>
<br>
&nbsp; Select the Grab New Brush option
from the Brush menu, now position your mouse over the
corner of the area you want to brush in the Map Editor window.
Click the left mouse button and hold it down and move the mouse
to the opposite corner of the area you want to grab, you should
see a 'bounding box' indicating the area. When you have the area
you want selected, release the left mouse button and name it. You can now
paste that brush anywhere you like with the left button (the
brush will not be pasted if part of it would go off the edge of
the map) the top left of the brush will be at the mouse pointer.
Note that any 'block 0' blocks in the brush will be treated as
transparent so you can have non-rectangular brushes, unless you disable
this with the option in the Brushes menu. You can also
use brushes for filling, find an area with a number of identical
blocks next to each other (the black areas are good), place the
mouse pointer over the 'starting block' and press the 'f' key,
that area will now be filled with the brush, over and over with
the top left of the brush where the mouse pointer is, try it and
see. Undo the fill with ctrl+z, now do the same, but press
ctrl+f, the area will be filled with random blocks from the
brush.<br>
<br>
&nbsp; If you want to save the map, select 'Save As' from the File 
menu.<br><br><br>
<strong>Making a new FMP map with MappyWin32</strong><br>
&nbsp; When you want to make a new map, you will need to create or 
obtain some tile graphics. These must be in a grid like this:<br><br>
<center><img src="images/TEST.BMP" alt="How to make the graphics"></center><br>
(you can use these tiles for testing, the TEST.BMP file shown above is in 
the images folder). Your tile graphics should be in a BMP, PNG, PCX or 
TGA picture, see 
<a href="#imgfmts">supported image formats</a> for more information. 
The tile graphic picture should be black (index 0 in 8bit, RGB=000000 in 
truecolour) where 
there are no tiles. Make sure the picture is big enough for all 
the tiles you want. If you need to expand the picture later add 
the extra space to the bottom (most paint packages let you do this). 
If you update or add more tiles to the picture you can re-import 
it and the old tiles will be updated and the new tiles will be added.<br><br>
&nbsp;Start MappyWin32 and select 'New Map' from the File menu (ctrl+m). 
Fill in the tile dimensions in pixels (first two boxes), and the 
map dimensions in blocks (tiles). You can resize later if you need to. 
For TEST.BMP the tiles are 16 pixels wide by 16 pixels high. You can 
make the map whatever size you want, (for this tutorial choose 100 wide 
by 100 high, which will give a map 1600 pixels wide by 1600 pixels high). 
The size in pixels is 
mapwidth*tilewidth by mapheight*tileheight. Now select the colour depth 
of the map, (select truecolour unless you know you need to use 8bit) 
then click 'OK'. You will see a messagebox telling you to import some 
graphics, so click 'OK' and select Import from the File menu (or press 
ctrl+i). Doubleclick your image file (TEST.BMP is in the images folder) 
and you should see your tiles loaded. For TEST.BMP the colourkey is 
black, so choose 'Map Properties' from the MapTools menu and change 
the 24bit colourkey from FF00FF to 000000 this is worth doing even 
with 8bit maps as this will be used if you load it in a truecolour 
mode. You can also select 'Autoset BG transparency' from the 'Useful 
Functions' option in the MapTools menu, any tiles with the transparent 
colour in them now have the 'BG transparency' flag set (more on this 
later). To save the map in FMP format, select 'Save As' from the File 
Menu and type a name for the new map (.FMP will be added if you don't 

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