Here's your first resource spec! For those of you who wanted to create parts for an original 20XX RTP or who want to adapt an existing rip, this will tell you all.
It accepts 24-bit images with magenta (R:255,G:0,B:255) as the transparent color or it can directly use 32-bit images and their alpha channel. Actually I think the importer will automatically decode 8-bit images, but you'll have to re-assemble your old resources anyways and would be encoding them as true color already.
1. Autotiles (16 per tileset) (64 x 48 / 48xN for animated)
Autotiles will now be in their own files. You can put any combination of up to 16 of them in 1 tileset (this is 2 more than RPG Maker 2003).
They are formatted a bit differently:
The center round part goes on the left, the top right is the inverse 4 corners, the middle right is the background (which may or may not end up getting used, who knew what it really did in RPG Maker 2003) and the bottom right is the icon for the editor.
ANY autotile can be animated simply by adding frames under the first image. ANY number of frames may be used. You'll be able to set the speed for each tile in the tileset editor. Arrange animated autotiles like this:
The lower layer is now a psuedo bi-layer. This separates tiles into Terrain and Features. This bi-layer will be managed for you as you edit so you aren't juggling layers like in RPG Maker XP, all you have to do is specify for each lower layer tile if it is a terrain or feature. All of the above were TERRAINS, here is an example of a FEATURE
Lastly for autotiles, you can set each tile if it will update adjacent tiles. For what that means, you can understand just by seeing this example:
This way the autotiles that are supposed to be nested into other autotiles will occur automatically. Once you build your tileset, you won't have to worry about keeping up with these.
2. Animated Tiles (8 per tileset) (16 x 16xN)
These are simple, just import strips of single tiles (of any number of frames you want) and then you can assign 8 of them per tileset.
or
If you want larger, more complicated animations patterns, you'll want to start scripting them using a Tileset Transpose command. Examples of those include clockwork-style or ultramodern-style maps where almost everything is animated, or deliberate gameplay elements such as the rising and falling blocks in A Link to the Past since the Tileset Transpose command would also transposes the tile settings (just like it did in RPG Maker 2003).
3. Normal Tiles (1 assigned for lower layer, 1 assigned for upper layer) (128 x 384)
The tiles for lower layer and upper layer go in different files. Each file is 128 x 384. This is about 1 and a half RPG Maker 2003 chipset's worth of tiles- that's a lot. The old editor had a 6 tile wide palette, RPG 20XX will have one that's 8 tiles wide. Here's an example:
Lower Layer:
Upper Layer:
I've put all the ready-to-import resources for a complete RPG 20XX tileset into this ZIP file:
http://landtraveller.com/rpg20xx-classic-2003-tiles.zip
But importing in bulk is pretty tedious. You could also copy the .2x files directly into the <projectname>.bin/tile folder. Here's a ZIP file with those:
http://landtraveller.com/rpg20xx-classic-2003-tiles-bulk.zip
I was literally able to fit half the tiles of RPG Maker 2003's RTP into there. If you manage to create a complete resource set (ripped or for the future RPG 20XX RTP) let me know.
Some required legal stuff:
I'm using and posting these tiles for a demonstrative non-commercial purpose that doesn't devalue the original product (RPG Maker 2003) under the Fair Use doctrine of US Copyright Law.