Closed TheRealHamtaro126 closed 2 years ago
I'm not familiar with those. Can you link to some documentation on just what data encoding is expected for them? Also, it's unlikely to ever support multi-layer formats, so no SuperGraphix.
https://www.romhacking.net/documents/301/ https://www.romhacking.net/documents/302/
These documents cover the VDP and the formats to an extent where it is humanly readable. Please check out Charles MacDonald's documentation as it serves as the basis for technical info and development!!!
https://www.chibiakumas.com/6502/pcengine.php has what I was looking for:
The top 4 bits pppp define a 16 color palette number from 0-15... The remaining 12 bits nnnn nnnnnnnn define the tile number
(Although 12 bits can cover 4,096 different tile indexes, only the first 2,048 are supported.)
We ALWAYS write data to the graphics system registers in HL byte pairs... Little Endian, so low byte first.
(So output a single file whose bytes are nnnn'nnnn pppp'nnnn nnnn'nnnn pppp'nnnn etc
; the format supports palettes but not flipping.)
@TheRealHamtaro126 I've just committed Tilemap Studio support for the TurboGrafx-16/PC-Engine. The format sounds pretty simple, but I don't know the TG16 community and haven't tested it on any actual game files. I'd appreciate your help with testing this out and verifying that it fits your needs. It's not released yet, but try building Tilemap Studio from master, or ask me to send a built prerelease copy.
Can you please add the Turbographix16/PC-Engine format (1-Layer format, 16-color, No tile flip or background priority) and SuperGraphix format (2 layer and some priority) to the program? You got SNES and GBA, why not these? and no-one had made any PCE nametable/tilemap editors out there right now as of typing this!
Good luck and thanks!