Open
Description
Tilemaps can store 8-bit tile IDs. Attribute maps store any high T
ile bits, plus P
alette 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
(withT
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.)