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[Issue?] Two tilesets, one palette?
#30
(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:
  • Tilemap.Grid
  • Tileset.Buffer
  • Tileset.Buffer_Streamed
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

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
[Image: image.png]sis/

Here is another link I found :
https://segaretro.org/Plane
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Messages In This Thread
[Issue?] Two tilesets, one palette? - by System64 - 10-28-2022, 04:07 AM
RE: [Issue?] Two tilesets, one palette? - by System64 - 11-08-2022, 03:31 AM

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