I’m currently testing out software that could help out to extract a tile set map, from a level image created by copy&pasting / gluing screenshots from an Arcade game.
The objective is to make a port/remake of the arcade game POW, for a ZX Spectrum.
I’m documenting the process on WOS on the following thread
https://www.worldofspectrum.org/forums/discussion/52769/p-o-w/
The main idea is to document the original tiles, so that a very accurate representation can be achieved in the conversion.
Obviously ZX Spectrum limitations, namely 8x8 color block limits will have a significant impact on the output, but I have a reasonable experiment already looking good.
Extract of original
And here is a first impression of the graphics remake
What I would like to ask, is if Tiled is suited for this reverse engineering task, eventually using some twist of the automapping or other feature.
I know I can use it to build the new ZX Tiles, which is great.
But can I use the Level images as a Tileset or automap, and try to map only some of the existing tiles, since there are a lot of repetitions, that I need to remove ?
The main goal would be to extract or detect the repetitions semi-automatically and later export only non repeatable tiles.
Eventually I might have to implement some code to do this.
Currently I have used the original level image as a tile set, and by hand I can see the repetitions and slowly select always the same original tile, when I find a repetition, while reconstructing the level on the tiled map. But this is very slow and error prone.
Ideally, it should be possible to detect repetitions, and only use a single tile from tileset or similar.
I noticed there is a selection icon “Select same Tile (s)”, that shows me the repeated tiles I have placed by hand.
But this probably works with tile IDs only.
What I probably need is something that can match the tile image pixel by pixel, so that it can detect repetitions in mutliples of the tile size, from a larger image…
Any ideas or suggestions on how to “abuse” the current Tiled features to accomplish this in a faster manner ?
Another necessity that seems a must, but that I can’t find, is a way to move or relocate tiles in the tileset, and update the corresponding IDs on map.
Thank you in advance for any useful feedback.