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Tile drawing implementation and bug fixes #38
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melody-rs
merged 12 commits into
Astrabit-ST:new-tilemap
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white-axe:nt-tile-drawing
Sep 14, 2023
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d27f69c
Fix off-by-one when the layer number is displayed
white-axe 4a7f811
Basic tile drawing for non-autotiles
white-axe 2865625
Merge branch 'new-tilemap' into nt-tile-drawing
white-axe b887fc2
Fix tilepicker default width being too small
white-axe 0b3e1c3
Merge branch 'new-tilemap' into nt-tile-drawing
white-axe 16c4743
Merge branch 'new-tilemap' into nt-tile-drawing
white-axe 183b8fb
Fix `Table3` indexing implementation
white-axe eed798c
Fix tilepicker showing incorrect autotile graphics
white-axe 1afaee3
Tile drawing now works with autotiles as well
white-axe 2f4e867
Fix bottom-right corner of map not rendering
white-axe 1d0220c
Blank tiles should always have ID 0
white-axe 010b24b
Merge branch 'new-tilemap' into nt-tile-drawing
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Woah, how did you figure this out?
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I looked at how RPG Maker XP behaves when you place autotiles and used how the autotile variants are ordered numerically to deduce this algorithm