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sm:editor_utility_guides:smart [2024/10/30 00:06] – created felixwrightsm:editor_utility_guides:smart [2024/10/30 00:08] (current) – [Level Editor] felixwright
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 Menus: Menus:
  
-    Load Room: load all data (not just rooms) from the configured ROM file or from previously exported XML. +  *     Load Room: load all data (not just rooms) from the configured ROM file or from previously exported XML. 
-    Save Room: save all data (not just rooms) to the configured ROM file or generate an XML export. +      Save Room: save all data (not just rooms) to the configured ROM file or generate an XML export. 
-    Config: open the config window +      Config: open the config window 
-    Tools: open special editors or apply various utility operations +      Tools: open special editors or apply various utility operations 
-    About: Show the About box+      About: Show the About box
  
 Upper Left: Console log. Displays information and error messages. Upper Left: Console log. Displays information and error messages.
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 Upper Right: Shows ROM usage as allocated by SMART Upper Right: Shows ROM usage as allocated by SMART
  
-    Blue: No data is placed here. Either because the area is too small or because no more space is needed +  *     Blue: No data is placed here. Either because the area is too small or because no more space is needed 
-    Red: Data that must be located in the particular bank +      Red: Data that must be located in the particular bank 
-    Yellow: Data that can be moved into another bank to make space for more Red data +      Yellow: Data that can be moved into another bank to make space for more Red data 
-    Gray: Space that is not part of the free space in the project configuration +      Gray: Space that is not part of the free space in the project configuration 
-    Magenta: Space that is removed from any free space configuration before use.+      Magenta: Space that is removed from any free space configuration before use.
  
 Lower Right: Simple preview of the current selected room. Lower Right: Simple preview of the current selected room.
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 Room data toolbar: Room data toolbar:
  
-    Edit: Open the room editor for the selected room. This can also be opened by double clicking on a room in the list. +  *     Edit: Open the room editor for the selected room. This can also be opened by double clicking on a room in the list. 
-    Add: Create a new room in the current area. The room gets assigned the first free id in the area, a default name, level data for a single blank screen, and a two-way door connecting to the current selected room. +      Add: Create a new room in the current area. The room gets assigned the first free id in the area, a default name, level data for a single blank screen, and a two-way door connecting to the current selected room. 
-    Delete: Removes the selected room and any associated data such as save locations, doors, and level data. +      Delete: Removes the selected room and any associated data such as save locations, doors, and level data. 
-    Copy: Copies the room to the internal clipboard. +      Copy: Copies the room to the internal clipboard. 
-    Paste: Creates a new room with an independent copy of all the data in the copied room.+      Paste: Creates a new room with an independent copy of all the data in the copied room.
  
 ===== Room Names ===== ===== Room Names =====
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 Brush options: Brush options:
  
-    When the brush is applied, use the Layer 1 data from the clipboard and paste it on the currently selected layer (Layer 1 or Layer 2). +  *     When the brush is applied, use the Layer 1 data from the clipboard and paste it on the currently selected layer (Layer 1 or Layer 2). 
-    When the brush is applied, use the Layer 2 data from the clipboard and paste it on the currently selected layer (Layer 1 or Layer 2). +      When the brush is applied, use the Layer 2 data from the clipboard and paste it on the currently selected layer (Layer 1 or Layer 2). 
-    When the brush is applied, use the Layer 1 data from the clipboard and paste it onto Layer 1 and use the Layer 2 data from the clipboard and paste it onto Layer 2. +      When the brush is applied, use the Layer 1 data from the clipboard and paste it onto Layer 1 and use the Layer 2 data from the clipboard and paste it onto Layer 2. 
-    When the brush is applied, use the Collision Layer data from the clipboard and paste in onto the Collision Layer. +      When the brush is applied, use the Collision Layer data from the clipboard and paste in onto the Collision Layer. 
-    Only paste tiles over tiles inside the current selected area on the level editor.+      Only paste tiles over tiles inside the current selected area on the level editor.
  
 Fill: Paste the clipboard into the current selected area so that it is repeated as needed to fill the area. Fill: Paste the clipboard into the current selected area so that it is repeated as needed to fill the area.
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 Left Click: Left Click:
  
-    Error Layer - nothing +  *     Error Layer - nothing 
-    Floating Layer - Click and drag to reposition +      Floating Layer - Click and drag to reposition 
-    Screen Scroll Bounds - Click to change a screen's camera scroll types +      Screen Scroll Bounds - Click to change a screen's camera scroll types 
-    Sprite Layer - Click to select enemies or click and drag to move enemies +      Sprite Layer - Click to select enemies or click and drag to move enemies 
-    Actor Layer - Click to select PLMs to click and drag to move PLMs +      Actor Layer - Click to select PLMs to click and drag to move PLMs 
-    Save/Load Locations - Click to select saves or click and drag to move saves +      Save/Load Locations - Click to select saves or click and drag to move saves 
-    Collision Layer/Layer 1/Layer 2 - Action depends on the tool selected in the toolbar. +      Collision Layer/Layer 1/Layer 2 - Action depends on the tool selected in the toolbar. 
-    BG Pointer - nothing+      BG Pointer - nothing
  
 Right Click: Open a context menu. The context menu allows for actions, such as starting quickmet from the selected location and opening rooms for door tiles. It also shows a list of all the tiles and entities in that location. clicking on a tile will select it in the Tilemap Selector Window. Right Click: Open a context menu. The context menu allows for actions, such as starting quickmet from the selected location and opening rooms for door tiles. It also shows a list of all the tiles and entities in that location. clicking on a tile will select it in the Tilemap Selector Window.
sm/editor_utility_guides/smart.1730246766.txt.gz · Last modified: 2024/10/30 00:06 by felixwright