You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Tilemaps can store 8-bit tile IDs. Attribute maps store any high Tile bits, plus Palette ID (0-7) and X and Y flip. (There are other bits, liek priority, but they're not relevant to RGBGFX.)
Attribute map byte formats:
GBC: %.YX.Tppp (with T being a VRAM bank 0/1 flag, not really a high tile bit)
SNES: %YX.pppTT
RGBGFX could have a --snes flag to output SNES attribute maps. This flag would imply -N 1024,0, and the high two bits of tile IDs would go in the attribute map, not the tile map. (There could be a warning/error if the user explicitly specifies -N, or outputs a tilemap but no attrmap.)
The text was updated successfully, but these errors were encountered:
Tilemaps can store 8-bit tile IDs. Attribute maps store any high
T
ile bits, plusP
alette ID (0-7) andX
andY
flip. (There are other bits, liek priority, but they're not relevant to RGBGFX.)Attribute map byte formats:
%.YX.Tppp
(withT
being a VRAM bank 0/1 flag, not really a high tile bit)%YX.pppTT
RGBGFX could have a
--snes
flag to output SNES attribute maps. This flag would imply-N 1024,0
, and the high two bits of tile IDs would go in the attribute map, not the tile map. (There could be a warning/error if the user explicitly specifies-N
, or outputs a tilemap but no attrmap.)The text was updated successfully, but these errors were encountered: