404
edits
No edit summary |
m (Typo) |
||
Line 1: | Line 1: | ||
Tile maps store visual data for the [https://problemkaputt.de/gbatek-lcd-vram-bg-screen-data-format-bg-map.htm GBA's background layers]. Each tile map file contains: | Tile maps store visual data for the [https://problemkaputt.de/gbatek-lcd-vram-bg-screen-data-format-bg-map.htm GBA's background layers]. Each tile map file contains: | ||
* The tile set used by this tile map file, as an array of standard 8x8 px 4 bpp tiles. '''Optional''', if the tile map file does not contain tile set data, then they must be loaded by an external mechanism (generally a script). Tile maps for menus are usually storing the tile sets themselves, while normal overworld/dungeon maps depend on | * The tile set used by this tile map file, as an array of standard 8x8 px 4 bpp tiles. '''Optional''', if the tile map file does not contain tile set data, then they must be loaded by an external mechanism (generally a script). Tile maps for menus are usually storing the tile sets themselves, while normal overworld/dungeon maps depend on an external tile set. | ||
* An array of metatiles: Each metatile is 2x2 tiles in size. This serves as a compression mechanism. | * An array of metatiles: Each metatile is 2x2 tiles in size. This serves as a compression mechanism. | ||
* An array of layers: Each tile map file | * An array of layers: Each tile map file contains one or multiple different "layers". Most dungeon maps use only a single layer (or two, to create water/ice reflection effects), while tile map files for menus contain many layers (one or more per screen). All layers in a tile map file share the same tile set and metatile set. | ||
= Compression = | = Compression = |