## Major Components ### Configuration System - Auto-generated configuration classes from YAML schema using Jinja2 templates - Layered configuration with DefaultProvider and YamlFileProvider - Comprehensive config validation with detailed multi-line error messages - Support for domain, app, and infrastructure configuration layers ### Domain Architecture - Refactored models to use template classes (PixelTile<T>, Palette<T>) - New models: ColorIndex, ColorIndexMap for improved type safety - Removed RGBA-specific subclasses in favor of generic implementations - Algorithm modules for palette matching and tile conversions ### Dependency Injection - Integrated Google Fruit DI framework - Component-based architecture for service composition ### Core Services - PrimaryTilesetCompiler: Read and process palette data - LayerModeConverter: Handle triple-layer and dual-layer conversions - MetatileDecompiler: Decompose metatiles into constituent parts - ImageTileizer and LayerImageMetatileizer: Template-based tileization - TilePrinter and PalettePrinter: Diagnostic output utilities ### Error Handling & Diagnostics - Multi-line error messages with source details - YAML source line highlighting with formatting - Enhanced BufferedUserDiagnostics with tag support ### Testing & Documentation - Comprehensive test coverage for new algorithms and services - Updated architectural notes and planning documents - Enhanced code style guidelines and documentation |
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|---|---|---|
| .github | ||
| .vscode | ||
| Documentation | ||
| Porytiles1 | ||
| Porytiles2 | ||
| Resources | ||
| Scripts | ||
| .gitignore | ||
| .porytiles-marker-file | ||
| .rgignore | ||
| CLAUDE.md | ||
| CMakeLists.txt | ||
| CONTRIBUTING.md | ||
| GEMINI.md | ||
| LICENSE | ||
| README.md | ||
| STYLE.md | ||
Porytiles
Overworld tileset compiler for use with the pokeruby,
pokefirered, and pokeemerald Pokémon
Generation III decompilation projects from pret. Also compatible with
pokeemerald-expansion from
rh-hideout. Builds Porymap-ready assets from
RGBA (or indexed) input assets.
Quick Links
- Release binaries
- Install via Homebrew
- Doxygen API documentation
- Using Porytiles - Wiki
- Introductory YouTube Tutorial (made by a community member, not a rick roll this time I promise)
Pokémon Hearth by PurrfectDoodle. Tile art inserted via Porytiles. Used with permission.
Why Should I Use This Tool?
Porytiles makes importing from-scratch tilesets (or editing existing tilesets) easier than ever. Think of it this
way: Poryscript, another popular community tool, takes a .script file and
generates a corresponding .inc file. Comparably, Porytiles takes a source folder containing RGBA (or indexed) tile
assets and generates a corresponding metatiles.bin, metatile_attributes.bin, indexed tiles.png, indexed anim
folder, and a populated palettes folder -- all as part of your build!
For more info, please see this wiki page which explains what Porytiles can do in more detail.
Getting Started
First, go ahead and follow the release installation instructions in the wiki.
You can use Homebrew,
or you can download a release binary and install it yourself.
Alternatively, intrepid users may choose
to build Porytiles from source.
Once you've got Porytiles working,
try the demo steps located at this wiki page.
Everything else you need to know about Porytiles can be found in the wiki.
I highly recommend reading the wiki articles in order.
If you have further questions,
I can be found on the pret and RH Hideout discord servers under the name grunt-lucas.
Release Cadence
Porytiles follows a Continuous Delivery model for release cadence.
Every commit on the develop branch gets packaged
and published as a nightly release.
Due to my development style as well as time constraints,
I don't plan on creating versioned releases for Porytiles.
I try to keep the commit history clean,
so you can quickly see what has changed in each nightly release.
Users are encouraged to install via the brew tap
(brew works great on WSL, it's straightforward to set up).
With Homebrew, you can run two quick commands and always be up to date.
Building From Source
You can use either GCC or Clang, provided your installation is reasonably recent and supports most C++20 (and some C++23) features. Please see this wiki page for more detailed instructions, should you need them.
Dependencies
You'll need zlib and libpng installed on your system,
specifically the static (.a) libraries.
Consult your system's package manager for details.
Porytiles's build system will search the system library paths for
libpng.a and libz.a.
If you'd like to link those libraries dynamically,
or if the CMake configuration is having trouble finding them,
then you'll need to modify Porytiles1/lib/CMakeLists.txt appropriately.
You'll also need cmake version 3.20 or greater.
Build And Run
Set up the CMake build folder:
cmake -B build -DCMAKE_BUILD_TYPE=Release
Then build with:
cd build
cmake --build .
You can check that everything is working like this:
cd ..
./build/Porytiles1/tests/Porytiles1Tests
To run the actual tool:
./build/Porytiles1/tools/driver/porytiles
Notes For macOS
On macOS, the CMake configuration command typically finds your system clang compiler. If you've installed GCC via Homebrew and would like to use that instead, try this alternative configuration command (assuming you have GCC 15):
CXX=g++-15 cmake -B build -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_SYSROOT="" -DCMAKE_CXX_FLAGS="-stdlib=libstdc++ -I/opt/homebrew/opt/gcc/include/c++/15 -L/opt/homebrew/opt/gcc/lib/gcc/15"
If you have a different major version of GCC or you are using an Intel Mac, you may need to tweak this command to match your system.
Note For Aseprite Users
GitHub user PKGaspi has created a collection
of useful scripts here. Of particular interest is this
export_layers script, which
allows you to save each sprite layer to a different file. This may be useful, since Porytiles requires each tile layer
in a separate PNG file.