FE-Mappy Converter Guide

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FE-Mappy Converter Guide

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Advanced Member
Joined: Apr 16 2009, 05:56 PM

May 25 2010, 08:08 PM #1

Download the rar or zip and extract it wherever. Run "FE-Mappy Converter.exe" that was inside to create the folder for the program.
Get your map image and a tileset that corresponds to it.
(Serenes Forest has the FE6, FE7, and FE8 maps, and this topic has all of the GBA FE tilesets)
Put them in the FE-Mappy Converter folder. Name the tileset image "Tileset.png".
Run Game.exe.

-Convert Map (automatic)-

This mostly automates the conversion process, at the expense of accuracy. If your map is the same or almost the same as the tileset you can use this mode and get a good result quickly.

First, it asks what comparison mode to use. Normal is faster, but mode1 and mode2 are more accurate in different ways. Try each out.

Input the filename of the map image (without .png[/img]). All the files it generates for the map will be based on this name.
The sample maps are FE7Ch11, FE8Ch1, and FE6Ch1. You can use nearly any filename though.
If the filename you input doesn't exist it will give an error and return to the main menu.

Next it will compare every tile on the map to the rest of the map and generate an index of which tiles are the same, to speed up the rest of the process.

Then it compares each indexed map tile to the tileset, and uses the best match.
The tile in the bottom left is the current map tile, and right of it is the current tileset tile it's comparing.
The image on the left is the area around the tile on the map, and on the right is a preview of what the current tileset tile would look like in that position.

A window will pop up when it has finished.
In the program folder you'll have an image file, "New Map-<mapname>.png" and a text file "Mappy Data-<mapname>.txt"
The image is a preview of what the result map turned out as, with the original map for comparison.
The text file is used in the third menu option to create an .fmp/.mar file.

-Convert Map (user aided)-
This mode is much more in depth and lets you control the created map, allowing you to convert maps that use completely different tilesets, or that aren't even GBA FE maps at all.
First select a mode and enter a map name as in automatic mode.

It then asks if you want to load an indexed map file. If you've converted this map before it will generate an index file you can load on future runs to save time.

After loading or creating a map index it asks for an automation threshold. If the difference between a map tile and the closest tileset tile is greater than this amount, it will ask you what the best tile to use is.

To make the conversion more accurate, you can load a tileset's terrain tags. This lets you set the terrain type for each map tile (Plains, Forest, etc) and the program will ignore tiles of other types when comparing.

The only tilesets currently included are Fields (the general overworld type) and Village (used in town maps). The "(extra)" tilesets give refined control to determine between different versions of one terrain (cliffs over green plains, or yellow plains, or water)

If you've set up a map's terrain tags before you can load that. Otherwise it will create a fresh setup.

This is the main terrain setup screen. The cursor is a white box that starts in the top left.
The bottom right window shows the terrain type of the current tile, and the terrain type you are currently drawing.
Move with the arrow keys and change the terrain for the current tile with Enter.
To change what terrain type you're currently painting, press Q or W. The strip of colors shows what tile types are around your current selection.
Pressing A will undo your last action, and S will redo it.
While holding D the map will be invisible to see the terrain colors under it more clearly.
Z sets the current terrain type you're drawing to the type of the tile you're currently on.

When you're done setting up the map's terrain press Esc. Any tiles left as Debug type will search the entire tileset, so if you're not sure on a terrain type you can leave it Debug.

The program then compares the map tiles to the tileset. If the difference between the best tileset set is greater than the threshold you set earlier it will ask you to pick the best match.

Press Z to change the sort of the tileset to a 32x32 block, with all tiles shown. This is useful if the suggested tiles aren't helping.

If you want the map to just automate the rest press, Esc and select it. To cancel automation at any time press Esc again.

-Process Text File-

This processes a text file into a file the program Mappy can open.

Enter the filename of the txt generated (if you used Convert Map since opening the program it will enter it for you), then just press Enter.

-Remove Tileset Grid-

If your tileset is a square block from Feaw's tileset topic, it will have to be processed to open it in Mappy. This option will automate that for you.
It will also take tilesets in a 16 pixel wide strip and create a block out of them to make them easier to see.

Open Mappy and drag the "Mappy data-<mapname>.fmp" file into it, then your tileset image too. Your map should be open in Mappy now:
http://img.photobucket.com/albums/v194/ ... 7tiles.png