Rip unique tiles from full game maps into a tileset PNG + palette/PIM data
Regions
Zoom
Region 0 always spans the whole image and can't be deleted. Unchecked regions keep their grid (dimmed) but are ignored by the rip. Only full tiles inside a region's bounds are ripped. Click a card to select it; drag on the map to set a secondary region's zone.
Wheel: vertical pan · Shift + wheel: horizontal pan · Middle-drag: free pan · Ctrl + wheel: zoom around the pointer.
Output0
Sheet options
Sep XSep Y
Columns0 = auto
PIM Capture
Capture Input = all unique tiles before rot/ref filtering. Capture Output = the filtered output set. Index 00 = transparent; palette indices are 1-based.
Sheet preview — tiles in discovery order unless Analyze & Group is enabled, in which case exact palette matches are placed together.
Every unique tile is stored with its own palette (lightest first) and PIM CSV under an id of REGION_INDEX (e.g. 00_00). Duplicate tiles are counted, fully transparent tiles are skipped. Rotation / Reflection excludes tiles whose PIM is a rotation or mirror of an earlier tile within the same palette group.