Right, here is a brief explanation of these tools and how to use them.
These map_comp_tools (hereafter referred to as map tools) were written by MSK_burger, who also wrote the SDK2 Editor and the SDK3 Editor. The map tools were written prior to the SDK2 Editor as a means of editing the maps of Super Donkey Kong 2. Later, when the SDK2 Editor was written, the functionality of these tools were implemented in the SDK2 Editor. This rendered these tools all but obsolete. For some reason, there are differences between the way that the map tools and the SDK2 editor handle these maps. For instance, the map tools require a certain type of "map chip" file containing the tileset for a particular archetype. The SDK2 editor is identical, only the type of map chip required is slightly different.
Explanation of "Map Chips"
The map chips contain the tilemaps for a particular archetype. They are primarily used for editing files in the 'Platinum' editor. The SDK2 editor is bundled with fifteen map chips. Their purpose seems to be exclusively for displaying tiles when editing maps in Platinum. Apparently the SDK2 editor once required the map chips to be able to display level maps in the editor. Presumably, the SDK2 editor now reads the tilesets directly from the rom. The map chips used with the SDK2 editor are different than those bundled with the map tools. I have no idea why this is. The SDK2 editor can output two different types of "FMF" and "PPJ" files; one that uses map tools chips, or one that uses the SDK2 editor chips. The map chips included with the SDK3 editor are in the same format as those included with the map tools.
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map_export.exe
The first program is called map_export (AKA map_converter). It is used to extract and decompress map data from the rom. It can decompress one map at a time. It will save three different files:
1. An FMF file that can be opened in Platinum.
2. An HDR (header) file containing important information!
3. An exp_map.dat file, containing raw decompressed data. (unimportant)
Typical usage of map_export.exe is as follows:
map_export [name of rom] [name of FMF file] [name of HDR file] [map number]
[name of rom] = The name of the rom file to extract a map from.
[name of FMF file] = Name of FMF file to be saved.
[name of HDR file] = Name of HDR file to be saved.
[map number] = The number of the map to extract.
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map_comp.exe
The second program is called map_comp. It is used to compress the FMF and HDR files. It will save one file, containing the compressed data. Preferred extensions for the compressed file are ".sdk" or ".sdkmap".
Typical usage of map_comp.exe is as follows:
map_comp [name of FMF file] [Name of HDR file] [name of SDKMAP file] [map number]
[name of FMF file] = Name of FMF file to be compressed.
[name of HDR file] = Name of HDR file to be compressed.
[name of SDKMAP file] = Name of SDKMAP file to be saved.
[map number] = The number of the map to be compressed.
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map_import.exe
The third program is called map_import. It is used to save the compressed map data back into the rom.
Typical usage of map_import.exe is as follows:
map_import [name of rom file] [name of SDKMAP file] [map number]
[name of rom file] = Name of rom to import data into.
[name of SDKMAP file] = Name of SDKMAP file to be imported.
[map number] = The number of the map to be overwritten.
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Incorrect parameters will probably cause the programs to crash. If an error pops up, it should be self-explanatory what you are doing wrong. The only legitimate error that could pop up with correct usage, is with map_import if the compressed map is too large to fit into the alotted space in the rom. The only thing you can do is to try and remove unnecessary tiles from the map, then run map_comp and try again.
When decompressed then recompressed, the map containing Buzzer Barrage and Creepy Caverns will be larger than the original, meaning tiles must be removed in order for it to fit.
Occasionally, I have encountered problems where the map in the game, becomes corrupt. I think I've managed to fix the cause of this. If you encounter any bugs, problems or if you have any questions, ask Kingizor.
Chapter two ^_^ :
Apparently some people will probably have issues figuring out how to use the map tools on their own. So to help out, I wrote a frontend for them (for the tools, not for the people...). This allows you to input each paramter into a simple text box. Each tool can be run from the program, and the (filtered) output is displayed at the bottom. Also, this is the first program I've ever written, yay me! ^_^
Sligthly more detailed:
Exporting:
1. Launch the program: Frontend.exe
2. Enter the name of your rom into the textbox marked "ROM".
3. Enter the names of the the FMF and HDR files to be saved (e.g. file.fmf + file.hdr).
4. Select the number of the map you would like to extract from the dropdown menu.
5. Click "Run Exporter".
Provided you've followed these instructions correctly, you will have three new files. A *.fmf file, a *.hdr file and an exp_map.dat file.
Editing:
1. Open the Platinum editor. (available from www.hyperdevice.net)
2. Select File --> Import, and select your *.fmf file.
3. Select Window --> Parts Window, and the parts window will appear.
4. Select the folder icon in the top left of the parts window.
5. Change "Files of type" to "Bitmap (*.bmp)", then select the appropriate map_chip file.
6. The tiles can now be freely edited. When you are done editing, select File --> Export, then change "Save as type" to "Fixed Mapdata File (*.fmf)", then save your file.
Compressing:
1. Open Frontend.exe if it is not already open.
2. Enter the names of your modified FMF file and the HDR file.
3. Enter the name of the file containg the compressed map data to be created (e.g. file.sdk or file.sdkmap).
4. Select the number of the map from the dropdown menu.
5. Click "Run Compressor".
Importing:
1. Open Frontend.exe if it is not already open.
2. Enter the name of your rom and the compressed sdkmap file.
3. Select the number of the map from the dropdown menu.
4. Click "Run Importer".
These instructions will work if you have followed them correctly. As mentioned above somewhere, the map importer will fail if the compressed data is too large to fit into the alotted space. In that case, you will need to remove excess tiles.
The map chips to be used are those included with the SDK3 Editor.
The program assumes that the rom is in the same folder as the program. If it is not, you will need to enter the path to the rom as well. Spaces are allowed in the path or filename; quotes are not necessary.
The program also assumes that the map tools are in the same directory. If they are not, clicking on one of the "Run" buttons will result in a unhandled exception error dialog box popping up.
You can see which numbers are for which level/map by hovering over the menu box, or by checking the map_converter.ini file.
As with most software, I assume no responsibility for problems that may arise from usage of these programs. If you do manage to corrupt your operating system or blow up your computer by using these programs, I'd be fascinated to hear exactly how you managed it.
-Kingizor