11-08-2022, 03:31 AM
(11-07-2022, 07:57 AM)megamarc Wrote: Hi!
Glad to know you're in contact with the developer.
The fields I'm interested on are those encoded in base64:Yes this editor only supports one tileset per layer, because the Sega Genesis doesn't have concept of different tilesets, just one region of VRAM where graphic tiles are stored
- Tilemap.Grid
- Tileset.Buffer
- Tileset.Buffer_Streamed
Hi
According to the dev, here are some informations :
GRID = contains the grid information:
--- GRID_SIZE = the size of each tile in the grid (8, 16, 32 or 64);
--- GRID_WIDTH = the WIDTH of the grid (in tiles);
--- GRID_HEIGHT = the HEIGHT of the grid (in tiles);
--- WIDTH = the WIDTH of the grid (in pixels);
--- HEIGHT = the HEIGHT of the grid (in pixels);
BUFFER = contains the graphical data for the tileset (stores each LINE sequentialy);
--- Each data in the buffer represents the color index for that pixel (ranges from 0 to 15). This BUFFER field stores all the pixels from each line in order.
BUFFER_STREAMED = contains the graphical data for the tileset (stores each TILE sequentialy);
--- Each data in the buffer represents the color index for that pixel (ranges from 0 to 15). This BUFFER_STREAMED field stores all the pixels from each tile in order.
you will have to convert base64 strings into a regular string / array of bytes and then decompress them with zlib. the GRID base64 contains data about tile indexes, palette, flipping etc
Here is a reference he sent to me :
https://forum.nhl94.com/index.php?/topic...-sega-gene
sis/
Here is another link I found :
https://segaretro.org/Plane