Rangi42 / tilemap-studio

A tilemap editor for Game Boy, Color, Advance, DS, and SNES projects. Written in C++ with FLTK.
https://hax.iimarckus.org/topic/7691/
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Request a new data format for Fire Emblem decomp project #74

Open laqieer opened 1 year ago

laqieer commented 1 year ago

project link Data format: GBA 4bpp

{
  u8 w; // real width = (w + 1) * 8
  u8 h; // real height = (h + 1) * 8
  u16 tiles[(w + 1) * (h + 1)]; // from bottom to top
}
Rangi42 commented 1 year ago

So it's basically a "GBA tiles + 4bpp palettes" file, but with the rows reversed in bottom-to-top order, and the width and height prepended as bytes (so it can be max 256x256)?

Can you link to a couple example tilemap files and their corresponding tileset graphics?

laqieer commented 1 year ago

Yes. Here is tileset, tilemap and palette: bg_00.zip Here is what it looks in the game: bg_00 Here is the script to make the image above: https://github.com/laqieer/fireemblem8u/blob/b31c0498b5a53a6fc4d01e68692cc915eb18992b/scripts/tool.py#L203 Here is its C# implementation for reference: https://github.com/laqieer/GBA_Graphics_Editor/blob/1058ec52bc51cdc2ee2380c66e3c129b2e413870/Program.cs#L341

Rangi42 commented 1 year ago

Thanks! When I do implement it, this is how that one would look: image