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05-02-24 04:26 PM
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Acmlm's Board - I3 Archive - ROM Hacking - Map16 Questions. New poll | |
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Xeon
The master of the universe...


 





Since: 03-09-06
From: Omaha, NE

Last post: 6590 days
Last view: 6590 days
Posted on 03-24-06 11:18 PM Link | Quote
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.
C:/xkas bio.asm
Compiled ASM code








Since: 11-17-05

Last post: 6283 days
Last view: 6282 days
Posted on 03-24-06 11:21 PM Link | Quote
I believe the last one is for other priority and pallete, I'm not 100% sure though


(edited by Bio on 03-24-06 10:21 PM)
(edited by Bio on 03-24-06 10:23 PM)
BMF54123
WARNING: MOOD LEVEL CRITICAL








Since: 11-18-05
From: MOOGLES

Last post: 6283 days
Last view: 6282 days
Posted on 03-25-06 07:32 AM Link | Quote
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
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6284 days
Last view: 6282 days
Skype
Posted on 03-25-06 10:36 AM Link | Quote
Originally posted by BMF54123
high byte: vhopppcc

c: character (tile) number

Wait... 10 tile number bits? 1024 tiles? Isn't the limit 512 tiles?
Xeon
The master of the universe...


 





Since: 03-09-06
From: Omaha, NE

Last post: 6590 days
Last view: 6590 days
Posted on 03-27-06 08:57 PM Link | Quote
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.
Sukasa

Birdo
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Xk > ||bass
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Since: 11-17-05
From: Somewhere over there

Last post: 6283 days
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Posted on 03-28-06 06:35 PM Link | Quote
Smallhacker: apparently 1024 tiles. that's howmany MAP16 tiles there were in the original SMw at all times... how'd Fu fix that around!?
Smallhacker

Super Koopa
I AM A Group Of Officially Frustrated Younglings, G.O.O.F.Y. MEMBER








Since: 11-17-05
From: Söderhamn, Sweden

Last post: 6284 days
Last view: 6282 days
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Posted on 03-29-06 02:03 AM Link | Quote
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).
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