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Return tileset script out of convenience
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112
tools/aseprite_scripts/export_tileset_psx_map.lua
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112
tools/aseprite_scripts/export_tileset_psx_map.lua
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if TilesetMode == nil then return app.alert "Use Aseprite v1.3" end
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-- Export tilesets for aseprite files with two layers: foreground and background
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-- Layer names don't matter. Make sure foreground is on top.
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-- 1. Copy both layers.
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-- 2. Turn original layers invisible
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-- 3. Flatten copied layers, make them visible
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-- 4. Convert flattened layer to tilemap layer
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-- 5. Export tileset
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-- 6. Delete flattened layer
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--local row_len = 32
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local function activeFrameNumber()
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local f = app.activeFrame
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if f == nil then
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return 1
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else
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return f
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end
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end
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app.command.GotoFirstFrame()
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local spr = app.activeSprite
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local lay = app.activeLayer
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local fs = app.fs
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local output_folder = fs.filePath(spr.filename)
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if not lay.isTilemap then return app.alert "No active tilemap layer" end
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local function layers_tilemap_duplicate(spr)
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for i,layer in ipairs(spr.layers) do
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if layer.isTilemap then
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app.activeLayer = layer
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layer.isVisible = true
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app.command.DuplicateLayer()
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layer.isVisible = false
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else
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layer.isVisible = false
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end
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end
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end
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local function layers_visible_flatten(spr)
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for i,layer in ipairs(spr.layers) do
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app.command.FlattenLayers{["visibleOnly"]="true"}
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local grid = spr.gridBounds
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grid.height = 8
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grid.width = 8
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spr.gridBounds = grid
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row_len = 256 / grid.width
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end
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end
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local function layers_2visible(spr)
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for i,layer in ipairs(spr.layers) do
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layer.isVisible = true
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end
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end
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local function layers_visible2tilemap(spr)
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for i,layer in ipairs(spr.layers) do
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if layer.isVisible then
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app.command.ConvertLayer{["to"]="tilemap"}
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end
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end
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end
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local function layers_getName(layers,name)
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local out
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for i,layer in ipairs(layers) do
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if (layers[i].name == name) then
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out = layers[i]
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break
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end
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end
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return out
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end
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layers_tilemap_duplicate(spr)
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layers_visible_flatten(spr)
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layers_visible2tilemap(spr)
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local lay = layers_getName(spr.layers,"Flattened")
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app.activeLayer = lay
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if lay.isTilemap then
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local tileset = lay.tileset
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local spec = spr.spec
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local grid = tileset.grid
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local size = grid.tileSize
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spec.width = 256
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local col_len = math.ceil(#tileset / row_len)
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spec.height = size.height * col_len
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local image = Image(spec)
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image:clear()
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for i = 0,row_len-1 do
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for j = 0, col_len-1 do
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local current = i + j * row_len
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if (current < #tileset) then
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local tile = tileset:getTile(current)
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image:drawImage(tile, i*size.width, j*size.height)
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end
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end
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end
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local path = fs.joinPath(output_folder, app.fs.fileTitle(spr.filename) .. ".png")
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image:saveAs(path)
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end
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app.command.RemoveLayer()
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layers_2visible(spr)
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