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 | /* 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 | // 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]; |