Tiled Map Insertion
For Fire Emblem 7
Written by: MarkyJoe1990

Tiled is the best program to use when making Fire Emblem maps. Unlike Mappy, it allows you to create tile changes, which you would otherwise have to program with the Event Assembler or a Hex Editor. It's also just plain easier to use than Mappy.


Step 1: Download Tiled, the Tiled Map Inserter, Nightmare, and the Nightmare Modules

Click this link and this link. The first one takes you to the Tiled website where you can download and install the program. The second link takes you directly to the Tiled Map Inserter download. It comes with the GBA Fire Emblem tilesets, so keep this in mind. If you can't figure out how to install the Tiled program, there is a 99% chance that you are very stupid.

Next there's Nightmare, which you can download here, and it's modules here.

Step 2: Open the god damn Tiled program

The ultimate test. Double click the tiled program. This sounds incredibly easy, but that's just the common sense in your head talking. Ignore that and focus on your mission.


Figure 1: What sorcery is this!?

Don't panic. That's just the program. It's not going to hurt you.

Step 3: File -> New, Set your map's properties

Click on "File" at the top left of the program. This will make a drop down menu appear. Select the option that reads "New".


Figure 2: Oh god, what do these things do!?

The window in Figure 2 will appear, sans the red, blue and green description boxes. Basically the only option you want to mess with is the Map Size. Tile sizes should always be Width = 16 and Height = 16, whereas the orientation should always be Orthogonal. If they aren't already set that way, fix it.

The Map Size Width should never go below 15, and the Map Size Height should never go below 10. If you defy this sacred rule, your map will crash the game when you insert it, and I will laugh at you. Additionally, there is a maximum limit for your map size. Unfortunately I don't know it, but so long as the product of your width and height don't exceed 1444, you're golden.

Once you're done setting the map dimensions, click okay and then we can move on to the next step.

Step 4: Map -> New Tileset, then browse for your desired tileset

Click on "Map" at the top left of the program. This will make a drop down menu appear. Select the option that reads "New Tileset..." No, I don't know why it has elipses at the end.


Figure 3: Do I seriously have to set all of this crap?

Of all of these options, the only one you need to set is the Image. Click "Browse", then head to the directory of the GBA Fire Emblem tilesets included with the Tiled Map Inserter.


Figure 4: The most descriptive names ever

Yes, I know, the names are weird, but they're weird for a good reason. We'll get into that later. For now, just right click and select preview on each map until you find one that you want to use for your map. Once you've done that, left click it, and click "Open" at the bottom right.

For the sake of this example, I'll be using the tileset 0A000B0C:



Anyways, after hitting "Open", you'll be brought back to here.


Figure 5: Woooo, I didn't need to fill in all the info!

Just hit "OK", nothing else to do here.

Step 5: Build your empire! Construct your map!

After the previous step, a tileset will appear to the right in the program window. This is the tileset you chose. Left clicking a tile selects it. Left clicking the gray area puts the tile you selected into the gray area. If you want to see where you can put tiles, click "View" at the top left, and then "Show Grid". Simple, right?


Figure 6: Masterpiece!

After you've made the map, you need to do one more thing. Do you see that "Layers" thing to the left? Your map is currently represented as a single layer, "Tile Layer 1". For the Tiled Map Inserter to recognize this as your map, you need to set the properties of your main map layer. Right click "Tile Layer 1", then select "Layer Properties..." again, I don't know why it has elipses.


Figure 7: Masterpiece!

In case you don't understand what the picture is telling you to do, just put the name "Main" in the "Name" column of the layer properties, then hit "OK". For the sake of organization, you should also rename the tile layer to "Main". You can rename it by double clicking the name.

And that's that! Your map as it is right now can be inserted into the game using the Tiled Map Inserter. But wait, there's something ELSE you must do! Oh no... it's... IT'S... *drum roll* TILE CHANGES!!!

'Course, if you don't want your map to have tile changes, just skip to step 7.

Step 6: The Tedium of Tile Changes

Tile changes are changes in the map. If you have doors or chests in your map, naturally you will want them to open when you unlock them. Tile changes will allow them to do just that. Though, even if you don't have doors or chests, you can still use tile changes for other purposes. For example, making a bridge appear, or changing the tide of the water on the map.

Despite the name of the step, making tile changes isn't really that tedious. In fact, it's a HUGE boon over the Event Assembler method of inserting tile changes, or worse, the hex editor method, which is just stupid STUPID STUUUUPID!

On the bottom left of the program, there is an icon that looks like a paper with a sun on it. Click it and a small drop down menu will appear. Select "Add Tile Layer".

Rename the new tile layer to whatever you want. I recommend something descriptive like "Tile Change Number 0" or "Make a Bridge Appear" if you want the tile change to be about a bridge appearing. Once you've done that, select the layer, then create your map change. Make sure the entire tile change is a rectagular/square shape or else the Tiled Map Inserter won't accept it. I recommend turning off the main map layer by left clicking the check box next to it so you can see if your tile change is shaped like a rectangle/square or not.


Figure 8: The Symbiotic relationship of the layer and the tile change

Make sure your main map layer is your bottom layer for organizational purposes. If it's above the tile change, you won't be able to see the tile change since the main map layer is placed "above" it.

Next right click your tile change layer and select layer properties.


Figure 9: Layer Properties - The Return of the Revenge

I've already put in the correct information, but I'll explain it anyway. The names of properties should always be in the left column, with it's value in the right column.

Height is the height of your tile change, measured in tiles. By going to View -> Show Grid, and disabling the main map layer, you can easily count the height of your tile change.

Width is the width of your tile change, measured in tiles. By going to View -> Show Grid, and disabling the main map layer, you can easily count the width of your tile change.

X is the horizantal coordinate of the top left tile of your tile change. By closing the layer properties and hovering your mouse over the top left tile of the tile change, you can see it's horizantal and vertical coordinates respectively.

Y is the vertical coordinate of the top left tile of your tile change. By closing the layer properties and hovering your mouse over the top left tile of the tile change, you can see it's horizantal and vertical coordinates respectively.

Lastly, there is the ID. This is the ID number of your tile change. Your first tile change should have an ID of 0, the next, 1, and so on. Tile changes are read on the map from top to bottom, left to right, so if you have two tile changes, the one that is higher up on the map should have the lower number. If they are on the same height, then the one closest to the left should have the lower number. If you don't order the ID of the tile changes correctly, then door and chest tile changes will usually activate the wrong tile change. For example, if you have a tile change event high up on your map with an ID of 1, and a door tile change event that occurs when you open a door much lower on the map with an ID of 0, opening the door will just activate the other tile event rather than actually opening the door.

To make sure you don't mess up the ID property of the tile change, here is a nice simple example of how to order tile changes.


Figure 10: The Ordering of Tile Change IDs

Repeat the process of making tile changes until you have made all the ones you wanted to make. After that, it's time to save your map with file -> save. Then it's time for the semi-final step.

The Semi-Final Step: Inserting The Map

This is it. The semi-final challenge. You have mastered opening the program, loading your tileset, making the map and it's tile changes. Now it is time for you to insert your mighty creation into the data of your Fire Emblem ROM.

It is time to open... the Tiled Map Inserter.

Be brave young aspiring FE Hacker, for if you fail this task, then all of your struggles were for naught.


Figure 11: A worthy opponent...

Once you have completed your quest in locating the Tiled Map Inserter, now it is time to put in the information...


Figure 12: The Semi-Final Boss of Map Insertion

For Tiled File, click "browse" and select the Tiled Map you saved.

For ROM, click "browse" and select the ROM you wish to insert your map into.

An Offset is a location in the ROM's data. See "Offset Explanation" for more information. Once you have learned what this means, put in the offset where you wish to insert your map into.

Insert Map Changes? should only be checked if your map has tile changes that you want to insert into your map. Otherwise, leave it unchecked.

For Write Map Pointer to?, look at this chart. It has the map pointer offset of every map in FE7. Copy and paste the Map Pointer offset of the map you wish to replace. MAKE SURE YOU COPY/PASTED THE MAP POINTER OFFSET, NOT THE MAP OFFSET. It's easy to get them mixed up.

For Write Map Change Ptr to? look at this chart (It is different from the last one). It has the Tile Change Pointer offsets of every map in FE7. Copy and paste the Tile Change Pointer offset of the tile changes you wish to replace. MAKE SURE YOU COPY/PASTED THE TILE CHANGE POINTER OFFSET, NOT THE TILE CHANGE OFFSET. It's easy to get them mixed up.

Once you have put in all of these things, click "Run", and your map will be inserted into your ROM. Then it is time for the last step of all.

The Final Step: Setting the Object sets, Palettes, Tile Configuration, and other stuff

This last step requires neither Tiled nor the Tiled Map Inserter. It requires Nightmare.

Open your ROM with Nightmare, and load the "Chapter Data Editor" Module, and go to the chapter you want to insert your map into.

Remember the weird name of the tileset you chose? I hope you remembered it. If you didn't, just reopen your map in Tiled and look at the name of the tileset. It's displayed right above the tileset itself.

Anyways, that name is actually a code for how to set the Object Sets, the Palette, and Tile Configuration of your map. The first two letters/numbers in the name is what you will set object set 1 as in the nightmare editor. The third and fourth are for object set 2, the fifth and sixth for the palette, and the seventh and eighth for the tile configuration.

My tileset's name was 0A000B0C, that means that:
0A is Object Set 1
00 is Object Set 2
0B is the Palette
0C is the Tile Configuration

Once you've set the parameters accordingly, you have to set what map the chapter uses, the tile animations, and the triggerable map changes in the Nightmare Editor.

For Map, set it to whatever map you replaced.
For Tile Animations set it to whatever setting works with your map. This shouldn't be too hard to figure out since Nightmare gives the name of the tileset that the tile animations are compatible with.
For Triggerable Map Changes, set it to whatever Tile Changes you replaced.

Once you have done that, go to File -> Apply changes, then File -> Save, and your map should be all set up to be played in-game! Hurray! You have successfully inserted a map into Fire Emblem!



Now go and abuse your new super powers!