Jump to content

Tile map file: Difference between revisions

m
Typo
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 a global tile set.
* 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 may one or multiple different "layers". tile map files only contain a single layer, but menus can have one layer per page in the menu for example. All layers in a tile map file share the same tile set and metatile set.
* 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 =