gbdev / gbdev/rgbds

Allow RGBGFX to output SNES attribute maps

Open
#1,247 3 comments 0 reactions 0 assignees View on GitHub
enhancement rgbgfx
Dominant language
C++
Stars
1.6k
Forks
193
Avg merge
1d 33m
Merged PRs (30d)
23

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, like priority, but they're not relevant to RGBGFX.)

Attribute map byte formats:
- GBC: `%.YX.Tppp` (with `T` 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.)

Contributor guide

Open the contributing guide

Assessment

This issue has not been assessed yet.

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.