Tilemaps can store 8-bit tile IDs. Attribute maps store any high Tile bits, plus Palette ID (0-7) and X and Y flip. (There are other bits, liek 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.)
Tilemaps can store 8-bit tile IDs. Attribute maps store any high
T
ile bits, plusP
alette ID (0-7) andX
andY
flip. (There are other bits, liek priority, but they're not relevant to RGBGFX.)Attribute map byte formats:
%.YX.Tppp
(withT
being a VRAM bank 0/1 flag, not really a high tile bit)%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.)