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with the total space used for those objects. There are also a
variety of things you can fiddle with. The Alt Graphics: Load allows
you to add another set of graphics to support an 8bit display in 
a truecolour map, if 
Anim Preview is set to an 8bit mode, you can see them there... If you import
graphics, these will be freed. To make them: export tiles as a BMP, convert
to 8 bit, Load 8bit BMP as Alt graphics.<br>
Map version allows you to select which FMP type is used, you can 
freely change this at any time, FMP0.5 is most supported by 
other libraries (check your playback library) but is limited 
to 1024 tiles.<br>
Colourkey allows you to choose the transparency colour for the map, 
this is saved in FMP files.<br>
You should ignore the clickmask, stagger and gap values for 
normal rectangular tile maps.<br>
A clickmask MUST be set for non-rectangular tile maps (like isometric)
you should set this to a number of a graphic tile that is a solid mask
for the shape of blocks. The gap values are the pixels between blocks, 
the stagger values are the offsets of the odd rows.<br>
Don't cache in VRAM allows you to stop a
playback lib using VRAM for certain graphics (like marker blocks), example:
1-20,28,30,35-40 would not load blocks 1 through 20, 28, 30, and 35 through
40 in VRAM, using sysmem instead. This feature requires a playback lib that supports it, 
if it doesn;t the map will still work and this info will be ignored.<br>
<br>
&nbsp;<strong>Anim preview (DirectX)</strong>. Runs the map in fullscreen 
DirectDraw using the settings from 'Preview setup'. You can 
scroll around the map (starting at the point where the Map Editor
window is currently viewing) and see the animated blocks animating as 
well as the transparency. Zoom and flipped tiles are not used in 
this preview.<br>
&nbsp;<strong>Preview setup</strong>. Select the screenmode you want to
use from the list, these are reported by DirectX so only valid
ones are shown, it defaults to whatever you set as apmode in
<a href="#mapini">mapwin.ini</a>, bpp is the depth of the map
pick whichever you like,
preferably the one your game is going to run in, beware that
running excessively high resolution modes on monitors not
designed for that mode may damage the monitor. Check the boxes
below for which block layers are drawn (the default is background
(BG) with the first foreground layer). Below are the transparency
options, check the box to enable transparency on the preview, if
you want a parallax layer (very handy for checking proper
transparency) enter the number of the GRAPHIC (this may not be
the same as the block number, 0 will be plain black or colour 0,
you can see what the graphic numbers are by editing a still
block, clicking on the BG image and looking at the list) this
will be repeated over and over in any transparent regions
(remember to check the BG transparency box, in the Block properties
editor) and move at half the speed
of the other layers creating a rather lovely effect. There is also a box
specifying the logic rate, leave this at 0 if you want the logic
to match the monitor refresh rate, or specify your own. If you are
making a game you usually can't rely on the refresh rate of the
monitor to regulate speed as it varies (so speed will vary on
different machines). Most games update internally at a set rate
(try 100fps) which unfortunately leads to jerkier movement but
at least the speed is the same on all machines.<br>
<br>
&nbsp;<strong>Range Edit Blocks</strong>. Allows you to selectively 
adjust a set range of block structures. It is simple to 
use, type the numbers for the start and end of the range of blocks
you want to alter, then adjust ONLY the things you want to change.
If any of the checkboxes are greyed out, or the user fields are
completely blank the information in each block will be left
unaltered. For more information on these fields, see
<a href="#blocked">Block Editor</a>.<br>
<br>
&nbsp;<strong>Resize Map</strong>. Allows
you to resize the map array of all layers. Before resizing it is
advisable to save the map as you can't Undo it (though you can
resize back to the original size). The Resize dialogue shows 9
buttons on the left which show which edges rows and columns will
be removed/added to, be sure that the Map Centering text at the
top shows the correct number (the default is 5, rows and columns
will be added/removed equally from all sides to make the new size
map). If you select centering as '1' (top left), columns will be
added/removed from the right and bottom edges. Select the new
size by entering the numbers in the width and height boxes, then
OK to resize, or Cancel to keep the old size.<br>
<br>
&nbsp;<strong>Useful functions</strong>. Contains miscellaneous 
functions:<br>
<strong>Change block size/depth</strong>: Will destroy the current graphics 
but keep all other data, you can then import the new size 
graphics into the map (you can do this by exporting the current 
graphics, resizing, then re-importing them.<br>
<strong>Convert 16x16 blocks to 8x8 (GBA)</strong>: 8bit only, download GBAMappy 
to see how to use. Often used with the 'Export 16x16 GBA table' 
custom export script.<br>
<strong>Auto set BG transparency</strong>: Checks the BG transparency box for 
every block that has any transparent colour pixels in the BG image.<br>
<strong>Create map from big picture</strong>: Loads a large image file into the 
current map (such as one exported as ?scrn.BMP), optionally 
removing duplicate tiles. Select the option for full instructions.<br>
<strong>Save FMP without graphics</strong>: Saves all information just like a 
FMP file except the graphics (allowing sharing of graphics 
between maps). The file is saved with a .FMA extension as 
these maps are not FMP compliant. If you want to reload a 
FMA file into MappyWin32 (1.4 and above only), load the 
FMP with the graphics in first, then load the FMA file. 
You will need to type the whole FMA name in the open 
requester as FMA files are not shown (eg: level1.fma). 
As only the graphics are missing, an FMA map can have 
different blocks, map size, brushes, number of layers etc 
to the FMP file it is using the graphics from. 
In order to load an FMA file with a playback library, you 
will either:<br>
1) Modify it so the FreeAll function does not 
free the graphics from the FMP file, then load the FMA 
file with MapLoad, or:<br>
2) Export the graphics as a .GFX file and modify the DecodeBGFX 
function to load that after loading the FMA file, or:<br>
3) Load the graphics from a BMP file or other.<br>
You should consider exporting .MAR files instead as these 
are supported by playback libraries.<br>
<br>
&nbsp;<strong>Remove Unused or Duplicate</strong>. Useful when you have 
completed a map and want to reduce its size. Make sure you have
a backup! If you select remove anims, any anims that aren't used
in the map will be removed, this probably won't save much space
on its own, but when you remove graphics you could save a lot
more, be careful, if you have made an anim sequence that is
inserted into the map in realtime by your game, it will still be
deleted if it is not in the map. Remove blocks removes any block
structures not used by the map array or anim sequences. Remove
graphics removes any raw graphics not used by block structures, 
this will mean you can no longer update your graphics from your 
original picture, export the blocks as a BMP if you need to 
modify them after this. To check these savings, view Map
Information before and after doing this.<br>
<br>
&nbsp;<strong>Show user info on tile</strong>. Lets you select 
one of the Block Properties fields to show over the tile 
graphic in the Map and Block Editor windows (if the field is 
not 0). The value is truncated if it is too big to show on the 
tile. See also: <a href="#markers">Using Marker Blocks</a>.<br>
<br>
&nbsp;<strong>Show Pillar bases only</strong>. On isometric maps 
with risers, this toggles whether the whole riser is drawn 
(obscuring parts of the map), or just the base.<br>
<br>
&nbsp;<strong>Pillar Riser mode</strong>. Toggles riser mode, 
see the <a href="isohex">Isometric section</a> for details.<br>
<br>
&nbsp;<strong>Flipped tiles mode</strong>. Toggles flipped tiles 
mode, when enabled you can flip the tile graphics vertically and/or 
horizontally in the block properties of each block. Most playback 
libraries do not support this mode, used mainly for GBA development 
and MappyGL. Flipped tiles 
mode is not saved in the map file, if you use flipped tiles, 
you can set this mode on by default in the mapwin.ini file.<br>
<br>
&nbsp;<strong>Grid</strong>. This toggles between 'off', 'on1' 
which is the default and highlights the block in the Map Editor 
window the mouse cursor is over, and 'on2' which also puts a border 
around the blocks in the Block Editor window. If you want to 
grid all the blocks in the Map Editor window, see the 
<a href="#markers">Using Marker Blocks</a> section.<br>
<br>
&nbsp;<strong>Zoom (x 0.25, x 0.5, x 1, x 2, x 4)</strong>. 
Zoom shows things at a quarter normal size at Zoom x 0.25, 
half normal size at Zoom x 0.5, normal 
size at Zoom x 1, twice normal at Zoom x 2, and four times
normal size at Zoom x 4.</p>

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

<hr>

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

<h3>The Brushes Menu</h3>

<p>
&nbsp; Often you will have 'objects' that consist of several
blocks, maybe a house or road or something, there is an easy way
to put these in. First, put the blocks in the Map Editor as they
are supposed to be layed out, then
select <strong>Grab New Brush</strong> from the Brush menu, move the mouse pointer over
one corner of the object you want to pick up as a brush, then
hold down the left mouse button and move the mouse pointer to the
opposite corner, you will see a bounding box as you do this.
Release the left mouse button to finish picking the brush. You can
name/rename a brush at any time by selecting Rename Current Brush. Now
you will be able to paste the whole object anywhere on the map
with a single click, the block the mouse pointer is over will be
the corner of the brush specified by 'Handle'. You can reselect
the brush at any time by selecting it from the Brushes menu, they
are also saved with the map so you can use them when you load it
next time. You can Fill with a brush as
well, either tiling, or randomly, see <a href="#maped">Map Editor
Window</a>. If you want to save a bit of space (and it will be a
very small amount) choose the Destroy All Brushes option.<br>
<br>
&nbsp;<strong>Grab Brush</strong>. Works like Grab New Brush, 
except it will replace the currently selected brush.<br><br>
&nbsp;<strong>Grab brush from block sequence</strong>. Allows you 
to make a brush from consecutive block structures without having 
to get them from the map.<br>
<br>
&nbsp;<strong>Disable brush transparency</strong>. When selected, 
means that block 0 parts of the brush will overwrite when pasted 
rather than not affecting the map.<br>
<br>
&nbsp;<strong>Handle</strong>. Selects which corner of the brush 
is under the mouse pointer when it is placed in the map (useful 
for pasting the brush partially on the map).<br>
<br>
&nbsp;<strong>Brush</strong>. A list of the 16 brushes that can 
be created per map. Selecting a brush lets you paste it in the 
Map Editor window.<br>
<br>
&nbsp;<strong>Rename current brush</strong>. Lets you rename 
the currently selected brush.<br>
<br>
&nbsp;<strong>Destroy all brushes</strong>. Destroys all brushes 
in the map saving a (very small) amount of space.<br>

</p>

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

<hr>

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

<h3>The Layers Menu</h3>

<p>&nbsp; There are two different layer systems in Mappy, one is
Block Layers, which are the four layers associated with Block
Properties, the other is Map Layers, which is what this menu
manipulates. Map Layers are identical in size and shape to the
numbers you specified in New Map's map width and map height. The
idea is you can use a layer for games objects (like pickup items)
or perhaps changes in a level when a lever is pulled in the game.
The options in this menu are fairly self explanatory. If you just
want to do a load of levels for a game with the same graphics and
blocks, you can export the map array (the current layer) as a .MAR 
file and this 
will be much smaller than a whole .FMP file.<br><br>
&nbsp; You can export and import layers as .MAR files, but
the map you are working on MUST have identical blocks and be the
same size. This is handy if you are doing a 100 level game as
Mappy only handles 8 layers internally. Most playback libraries 
have a 'MapLoadMAR' function or similar to load new levels after 
loading the main FMP file for unlimited layer support.<br>
<br>
&nbsp;<strong>Add Layer</strong>. Adds a new layer and makes it 
the current layer.<br>
&nbsp;<strong>Duplicate Layer</strong>. Adds a new layer, copies 
the current layer to it and makes the new layer the current layer.<br>
&nbsp;<strong>Delete Layer</strong>. Deletes the current layer.<br>
&nbsp;<strong>Clear Layer</strong>. Clears the current layer to 
block 0. You can fill the layer with a different block with the 
'f' key.<br>
&nbsp;<strong>Slide layer</strong>. Slides only the current layer 
in four directions, with optional wrapping, you can use 'undo'
afterwards if you make a mistake.<br>
&nbsp;<strong>Adjust values</strong>. (advanced), changes the 
block numbers in the current layer by a requested amount.<br>
&nbsp;<strong>Remove marker graphics</strong>. Deletes graphics 
used by blocks on this layer, see also 
<a href="#markers">Using Marker Blocks</a>.<br>
<br>
&nbsp;<strong>Layer (0 to 7)</strong>. Select which layer to 
edit in the map.<br>
<br>
&nbsp;<strong>Onion Skin</strong>. Allows you to see transparently
through a layer to one other selected layer. It's best to keep this
feature off if you aren't using it. The current layer (ie the one
which has the tick next to it in the layers menu) is the top
layer which will be the one altered. The background layer is
selectable in the Onion Skin dialogue and will be shown behind
the current layer, you can optionally make this appear darker so
the current layer stands out more. The background layer is drawn
as a guide and will not be altered when you are editing the
current layer. Remember to switch it off when you've finished,
and selecting a layer that doesn't exist for the background is
not advisable :) Loading a map will switch off onion skin.</p>

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

<hr>

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

<h3>The Custom Menu</h3>

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