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0 users currently in ROM Hacking. |
User | Post |
Smallhacker Posts: 433/832 |
Sukasa: Tiles, as in 8x8 graphic blocks. 1024 is (appearently) the maximal amount of 8x8 tiles that can be loaded at once (not counting sprites). The maximal amount of MAP16 blocks has nothing to do with this.
FuSoYa added more pages by extending the MAP16 table(s) (and by writing some ASM for these new blocks to be useable). |
Sukasa Posts: 779/2068 |
Smallhacker: apparently 1024 tiles. that's howmany MAP16 tiles there were in the original SMw at all times... how'd Fu fix that around!? |
Xeon Posts: 41/70 |
Originally posted by BMF54123 Thank you, i'm pretty sure that's right, if it's not, i'll find out when i'm working on my editor. |
Smallhacker Posts: 425/832 |
Originally posted by BMF54123 Wait... 10 tile number bits? 1024 tiles? Isn't the limit 512 tiles? |
BMF54123 Posts: 241/876 |
From Qwertie's SNES docs:
high byte: vhopppcc low byte: cccccccc c: character (tile) number h: horizontal flip v: vertical flip p: palette number o: priority bit |
C:/xkas bio.asm Posts: 465/1209 |
I believe the last one is for other priority and pallete, I'm not 100% sure though |
Xeon Posts: 36/70 |
Can anyone explain to me exactly how the Map16 format works? I noticed that 4 tiles is equal to 1 block. And each block has like 6 bits that tell it to like flip X, and flip Y, but what are the other 4 bits for? I want to know everything that anyone knows about the Map16 format. |