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05-19-24 09:24 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Map16 Questions.
  
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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
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


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
high byte: vhopppcc

c: character (tile) number

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.
Acmlm's Board - I3 Archive - ROM Hacking - Map16 Questions.


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