Tile map file: Difference between revisions

→‎See also: Boktai 2
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   /* offset 0x06 */ u16 tileCount;    // Number of tiles in this file's tileset (if it exists)
   /* offset 0x06 */ u16 tileCount;    // Number of tiles in this file's tileset (if it exists)
   /* offset 0x08 */ u16 metatileCount; // Number of metatiles in this file
   /* offset 0x08 */ u16 metatileCount; // Number of metatiles in this file
   /* offset 0x0a */ u16 loadOffset;    // Offset into VRAM at which the tiles should be copied to, in tiles.
   /* offset 0x0a */ u16 loadOffset;    // Offset into VRAM at which the tileset should be copied to, in tiles.


   // Byte offset from start of this struct to the layerDefinitions[] array
   // Byte offset from start of this struct to the layerDefinitions[] array
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   // Each metatile contains four GBA BG screen entries:
   // Each metatile contains four GBA BG screen entries:
   // https://problemkaputt.de/gbatek-lcd-vram-bg-screen-data-format-bg-map.htm
   // https://problemkaputt.de/gbatek-lcd-vram-bg-screen-data-format-bg-map.htm
   // This includes the tile number and the palette bits (TODO: Does it include the flip bits?).
   // This includes the tile number, the palette bank, and the flip flags.
   // For each metatile, element 0=top left, 1=top right, 2=bottom left, 3=bottom right.
   // For each metatile, element 0=top left, 1=top right, 2=bottom left, 3=bottom right.
   u16 metatiles[][4];
   u16 metatiles[][4];