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Allow RGBGFX to output SNES attribute maps #1247

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Rangi42 opened this issue Nov 21, 2023 · 2 comments
Open

Allow RGBGFX to output SNES attribute maps #1247

Rangi42 opened this issue Nov 21, 2023 · 2 comments
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enhancement Typically new features; lesser priority than bugs rgbgfx This affects RGBGFX
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@Rangi42
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Rangi42 commented Nov 21, 2023

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.)

@Rangi42 Rangi42 added enhancement Typically new features; lesser priority than bugs rgbgfx This affects RGBGFX labels Nov 21, 2023
@Rangi42
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Rangi42 commented Nov 21, 2023

This would go well with -d 4 support (#1095).

@Rangi42
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Rangi42 commented Nov 21, 2023

If we're keeping a GBC focus, this could be --sgb not --snes, implying -N 256,0 -d 4 (plus max 3 palettes with IDs 4-7).

@Rangi42 Rangi42 added this to the v0.8.0 milestone Nov 25, 2023
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Labels
enhancement Typically new features; lesser priority than bugs rgbgfx This affects RGBGFX
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