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'''Block mappings''' are used to arrange large amounts of 8x8 tiles into larger tiles (16x16, followed by 128x128 or 256x256). These larger tiles are then arranged into the level layout.
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#REDIRECT [[sega:Block mappings]]
 
 
==16x16 tiles==
 
===Games===
 
*[[Sonic 1|Sonic the Hedgehog]]
 
*[[Sonic the Hedgehog 2]]
 
*[[Sonic 3 & Knuckles]]
 
*[[Sonic CD]]
 
*[[Sonic Crackers]]
 
 
 
===Format===
 
16x16 tiles consist of four [[Cell|8x8 tiles]], arranged in the shape:
 
{| class="prettytable" style="text-align: center;"
 
| width="40px" | 0
 
| width="40px" | 1
 
|-
 
| 2
 
| 3
 
|}
 
 
 
Each 8x8 tile is represented by one word which, like all SEGA Genesis VDP pattern indices, is a bitmask of the form PCCY XAAA AAAA AAAA. P is the priority flag, CC is the palette line to use, X and Y indicate that the sprite should be flipped horizontally and vertically respectively, and AAA AAAA AAAA is the actual tile index, i.e. the VRAM offset of the pattern divided by $20.
 
 
 
==128x128 tiles==
 
===Games===
 
*[[Sonic the Hedgehog 2]]
 
*[[Sonic 3 & Knuckles]]
 
*[[Sonic Crackers]]
 
 
 
===Format===
 
128x128 tiles consist of sixty-four 16x16 tiles, arranged in the shape:
 
{|class="prettytable" style="text-align: center;"
 
| width="40px" | 0
 
| width="40px" | 1
 
| width="40px" | 2
 
| width="40px" | 3
 
| width="40px" | 4
 
| width="40px" | 5
 
| width="40px" | 6
 
| width="40px" | 7
 
|-
 
| 8
 
| 9
 
| 10
 
| 11
 
| 12
 
| 13
 
| 14
 
| 15
 
|-
 
| 16
 
| 17
 
| 18
 
| 19
 
| 20
 
| 21
 
| 22
 
| 23
 
|-
 
| 24
 
| 25
 
| 26
 
| 27
 
| 28
 
| 29
 
| 30
 
| 31
 
|-
 
| 32
 
| 33
 
| 34
 
| 35
 
| 36
 
| 37
 
| 38
 
| 39
 
|-
 
| 40
 
| 41
 
| 42
 
| 43
 
| 44
 
| 45
 
| 46
 
| 47
 
|-
 
| 48
 
| 49
 
| 50
 
| 51
 
| 52
 
| 53
 
| 54
 
| 55
 
|-
 
| 56
 
| 57
 
| 58
 
| 59
 
| 60
 
| 61
 
| 62
 
| 63
 
|}
 
 
 
Each 16x16 tile has a two-byte value with the format SSTT YXII IIII IIII. SS is the [[solidity]] of the tile in the alternate collision layer - 00 means not solid, 01 means top solid, 10 means left/right/bottom solid, and 11 means all solid. TT is the solidity of the tile in the normal collision layer - 00 means not solid, 01 means top solid, 10 means left/right/bottom solid, and 11 means all solid. Y is the Y-flip flag, X is the X-flip flag, and II IIII IIII is the index of the 16x16 tile to use.
 
 
 
==256x256 tiles==
 
===Games===
 
*[[Sonic 1|Sonic the Hedgehog]]
 
*[[Sonic CD]]
 
 
 
===Format===
 
Similar to 128x128 tiles. Values for '''X''' are:
 
================
 
value solid
 
================
 
0 not
 
2 top
 
4 l/r
 
6 all
 
8 not
 
A top
 
C l/r
 
E all
 
Add the following values to '''XYYY''' to change the display mode:
 
0800 flip x
 
1000 flip y
 
1800 flip x+y
 
 
 
[[Category:Data Formats]]
 

Latest revision as of 02:04, 1 April 2010