Here's the fixed dbpro.tsd file. I have set it to look for the tileset in the projects \media folder. The tileset image is set to .png. If you prefer to use .bmp either make the change in the .tsd or edit the .dba include file after the code is generated.
Just save the code snippet as dbro.tsd in notepad and replace the existing dbpro.tsd
NOTE!: You must edit out the "/" in the following line mentioned after the code is generated
/#Constant LAYER_<TileSetIdentifier>_<MapIdentifier> = (<TileSetNumber> \<\< 8) + <MapNumber>
'remove the / from the above line
` --------------------------------------------------------
` Tile Studio Definition file for use with Dark Basic Pro Ver 1.052
` By Derek Danial Diaz (de749911@pegasus.cc.ucf.edu)
` Based on a Blitz Basic TSD file by Mike Wiering
`
` This file must be included in the main project file.
` The command "Gosub Init_Tile_Studio_Library" must
` be used somewhere in the beginning of the main program
`
` Version 1.0 - June 28, 2004
` This TSD file is meant to work with dbpro_ScrollDemo.dbpro
` However, it can be modified for other purposes.
` --------------------------------------------------------
` --- create bitmap file ---------------------------------
#tileset
#tilebitmap graphics\\<TileSetIdentifier>.png 320
#end tilebitmap
#end tileset
` --------------------------------------------------------
#file <ProjectName>_include.dba
` ---------- Generated by Tile Studio ----------
`------------start of init subroutine-------------
Init_TileStudio_Library:
#tileset
#map
/#Constant LAYER_<TileSetIdentifier>_<MapIdentifier> = (<TileSetNumber> \<\< 8) + <MapNumber>
'remove the / from the above line
#end map
#end tileset
` --- Set up variables ---
#tileset
#Sequence
Global <TileSetIdentifier>Seq<SequenceNumber>Length as integer
restore <TileSetIdentifier>Seq<SequenceNumber>MapData
repeat
read <TileSetIdentifier>Seq<SequenceNumber>LengthDummy
inc <TileSetIdentifier>Seq<SequenceNumber>Length,1
until <TileSetIdentifier>Seq<SequenceNumber>LengthDummy = -1
dec <TileSetIdentifier>Seq<SequenceNumber>Length, 1
#end Sequence
#end tileset
Global ReturnValueInt as integer
#tileset
<TileSetIdentifier>BitmapDummyVal = <TileSetNumber> + 1
Global <TileSetIdentifier>Bitmap = <TileSetIdentifier>BitmapDummyVal
TempImageNumber = <TileSetIdentifier>Bitmap
#end tileset
#tileset
#map
Dim <TileSetIdentifier><MapIdentifier>Map(<MapHeight>, <MapWidth>)
Dim <TileSetIdentifier><MapIdentifier>BoundMap(<MapHeight>, <MapWidth>)
Dim <TileSetIdentifier>Sequences(<SequenceCount> + 1)
#sequence
Dim <TileSetIdentifier>Seq<SequenceNumber>(<TileSetIdentifier>Seq<SequenceNumber>Length) as integer
#end sequence
#end map
#end tileset
` --- Load graphics ---
Set Image Colorkey <TransparentColorR>, <TransparentColorG>, <TransparentColorB>
GetImageNumber = TempImageNumber
#tileset
#map
Global LAYER_<TileSetIdentifier>_<MapIdentifier>_Offset
LAYER_<TileSetIdentifier>_<MapIdentifier>_Offset = GetImageNumber + 1
Load Image "media\\<TileSetIdentifier>.png", <TileSetIdentifier>Bitmap, 1
Paste Image <TileSetIdentifier>Bitmap, 0, 0
` Cut up the master image into individual tiles and give them an image number
For GetY = 0 to ((<VerticalTileCount> - 1) * <TileHeight>) step <TileHeight>
For GetX = 0 to ((<HorizontalTileCount> - 1) * <TileWidth>) step <TileWidth>
inc GetImageNumber
Get Image GetImageNumber, GetX, GetY, GetX + <TileWidth>, GetY + <TileHeight>, 1
Next GetX
Next GetY
cls `erase the screen
#end map
#end tileset
` --- Load data ---
#tileset
#map
Restore <TileSetIdentifier><MapIdentifier>MapData
For y = 0 To <MapHeight> - 1
For x = 0 To <MapWidth> - 1
Read <TileSetIdentifier><MapIdentifier>Map(y, x)
Next x
Next y
Restore <TileSetIdentifier><MapIdentifier>BoundMapData
For y = 0 To <MapHeight> - 1
For x = 0 To <MapWidth> - 1
Read <TileSetIdentifier><MapIdentifier>BoundMap(y, x)
Next x
Next y
#end map
#end tileset
#tileset
#sequence
restore <TileSetIdentifier>Seq<SequenceNumber>MapData
For LoadSeqData = 0 To <TileSetIdentifier>Seq<SequenceNumber>Length
Read <TileSetIdentifier>Seq<SequenceNumber>(LoadSeqData)
Next LoadSeqData
#end sequence
#end tileset
#tileset
#sequence "\n"
<TileSetIdentifier>Sequences(<SequenceNumber>) = <TileSetIdentifier>Seq<SequenceNumber>
#end sequence
` <TileSetIdentifier><MapIdentifier>Layer
` movement (x, y) = (x = <ScrollX>, y = <ScrollY>)
#end tileset
Return
`------------end of init subroutine-------------
` get map width (tiles)
Function MapWidth(map)
#tileset
#map
If map = LAYER_<TileSetIdentifier>_<MapIdentifier> Then ReturnValueInt = <MapWidth>
#end map
#end tileset
EndFunction ReturnValueInt
` get map height (tiles)
Function MapHeight(map)
#tileset
#map
if map = LAYER_<TileSetIdentifier>_<MapIdentifier> Then ReturnValueInt = <MapHeight>
#end map
#end tileset
EndFunction ReturnValueInt
` get tile width (pixels)
Function TileWidth(map)
#tileset
#map
if map = LAYER_<TileSetIdentifier>_<MapIdentifier> Then ReturnValueInt = <TileWidth>
#end map
#end tileset
EndFunction ReturnValueInt
` get tile height (pixels)
Function TileHeight(map)
#tileset
#map
if map = LAYER_<TileSetIdentifier>_<MapIdentifier> Then ReturnValueInt = <TileHeight>
#end map
#end tileset
EndFunction ReturnValueInt
` --- DATA statements containg the tile maps---
#tileset
#map
<TileSetIdentifier><MapIdentifier>MapData:
#mapdata "\nData " "," "\nData " "\nData " ""
<TileNumber:"%3d">
#end mapdata
` tile size: w = <TileWidth>, h = <TileHeight>
<TileSetIdentifier><MapIdentifier>BoundMapData:
#mapdata "\nData " "," "\nData " "\nData " ""
<BoundMapValue>
#end mapdata
#end map
#end tileset
` ---- Animation sequences
#tileset
#sequence
<TileSetIdentifier>Seq<SequenceNumber>MapData:
Data <SequenceNumber>
#sequencedata "\nData " ", "
<TileNumber>, <FrameCount>
#end sequencedata
#end sequence
#end tileset
Data -1
` get tile number at position (x,y)
Function GetTile(map, x, y)
#tileset
#map
if map = LAYER_<TileSetIdentifier>_<MapIdentifier> then ReturnValueInt = <TileSetIdentifier><MapIdentifier>Map(y, x) - 1
#end map
#end tileset
EndFunction ReturnValueInt
` get bounds/map code at position (x,y)
Function GetBounds(map, x, y)
#tileset
#map
if map = LAYER_<TileSetIdentifier>_<MapIdentifier> then ReturnValueInt = <TileSetIdentifier><MapIdentifier>BoundMap(y, x)
#end map
#end tileset
EndFunction ReturnValueInt
Function DrawTile(map, x, y, tile)
#tileset
#map
if map = LAYER_<TileSetIdentifier>_<MapIdentifier> then paste image tile + LAYER_<TileSetIdentifier>_<MapIdentifier>_Offset, x, y, 1
#end map
#end tileset
EndFunction
` ---------- end of generated file ----------
#end file
`--------------------------------------------------------
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