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(+1)

Hey Terwilf, editing levels of old games is indeed an interesting use of Tiled! Regarding implementing such export functionality natively, see  the Tiled manual about implementing custom export formats. I'd recommend using JavaScript, since Python is not supported everywhere and has some compatibility issues and C++ plugins are even trickier in terms of compatibility.

The only downside of using JavaScript in your case is that the Windows XP build ships with a somewhat outdated version of the JS engine, which currently makes it impossible to write a custom importer. It should hopefully be functional enough to write an exporter though.

Please feel free to let me know about your exporter if you write one, maybe it would be nice to link it from the tiled-extensions repository.

(1 edit) (+1)

Thank you very much for the information, although I think it is something that is beyond my possibilities, mainly because I do not have much experience programming, in addition each game handles its data differently.

On the other hand, currently the only complicated part of this process is to import the data, since since I cannot pass the information directly, I must recreate it in a mock-up that I then trace with the application.



In this way, after having the data loaded, I can easily export the information by saving an image that I then process with an OCR converter.

I mentioned this idea, because your tool is better than any level editor, being able to edit several levels at the same time and even copy and paste data between files.

Imagine the possibilities, if each pattern were linked with a number by default, this would allow one to select an area of the level and paste that data into a word processor, and that users of any level could create a conversion table to import. and export files with different formats, as some hexadecimal editors do.

(+2)

Ah, maybe the CSV export can be some help here. Of course, as the name implies, it separates values by commas so if those are not desired you'd have to delete them again, but it does allow setting a custom "name" property on each tile which it will then use to represent that tile in the export.

I still maintain that writing a bit of custom JavaScript is much preferred it this case, especially because each game stores its data slightly differently so the code can be adjusted as needed, and that without having to compile Tiled itself. Even if you can't write it yourself, maybe you can find somebody who can help you with this.