.-----------------------. | Console and Handheld | | Tile Formats 0.1 | | by MrClick | '-----------------------' This document describes the different tile formats supported by MrClick's TilEd tile editor for Windows which can be found at http://mrclick.zophar.net. You can use that program to get some Practicle experience with tile formats. The bitplain tables contain the info about where a pixel's color bits are located. The first number of each pair is the byte the second one the bit. In an '1 bpp' tile the third pixel in row 5 is '5,3' meaning that pixel is located in the third bit of the fifth pixel. In an 'NES' tile the first pixel is '1,1' in bitplain 1 and '9,1' in bit- plain 2 meaning the pixels value is the value of bit 1 in byte 1 plus 2 times the value of bit 1 in byte 9. A 'GBA 4 bpp' tile's pixel at line 5 row 2 has the following value: [17,5] +[17,6]*2 +[17,7]*4 +[17,8]*8 I can not garanty that every information in this document is correct. There could be some flaws but the basic ideas are taken directly from TilEd which always worked fine for me. --- '1 bit per pixel' mode: Size of 8x8 tile: 8 bytes (64 bits) Colors: 2 Number of Bitplains: 1 Bitplain 1 .---------------------------------------. | 1,1| 1,2| 1,3| 1,4| 1,5| 1,6| 1,7| 1,8| | 2,1| 2,2| 2,3| 2,4| 2,5| 2,6| 2,7| 2,8| | 3,1| 3,2| 3,3| 4,4| 5,5| 6,6| 7,7| 8,8| | 4,1| 4,2| 4,3| 4,4| 4,5| 4,6| 4,7| 4,8| | 5,1| 5,2| 5,3| 5,4| 5,5| 5,6| 5,7| 5,8| | 6,1| 6,2| 6,3| 6,4| 6,5| 6,6| 6,7| 6,8| | 7,1| 7,2| 7,3| 7,4| 7,5| 7,6| 7,7| 7,8| | 8,1| 8,2| 8,3| 8,4| 8,5| 8,6| 8,7| 8,8| '---------------------------------------' Description: A simple bitmap. One byte represents on line. The first bit of each byte is the first pixel of the according row. --- 'Gameboy 2 bpp' mode: Size of 8x8 tile: 16 bytes (128 bits) Colors: 4 Number of Bit plains: 2 Bitplain 1 .---------------------------------------. | 1,1| 1,2| 1,3| 1,4| 1,5| 1,6| 1,7| 1,8| | 3,1| 3,2| 3,3| 3,4| 3,5| 3,6| 3,7| 3,8| | 5,1| 5,2| 5,3| 5,4| 5,5| 5,6| 5,7| 5,8| | 7,1| 7,2| 7,3| 7,4| 7,5| 7,6| 7,7| 7,8| | 9,1| 9,2| 9,3| 9,4| 9,5| 9,6| 9,7| 9,8| |11,1|11,2|11,3|11,4|11,5|11,6|11,7|11,8| |13,1|13,2|13,3|13,4|13,5|13,6|13,7|13,8| |15,1|15,2|15,3|15,4|15,5|15,6|15,7|15,8| '---------------------------------------' Bitplain 2 .---------------------------------------. | 2,1| 2,2| 2,3| 2,4| 2,5| 2,6| 2,7| 2,8| | 4,1| 4,2| 4,3| 4,4| 4,5| 4,6| 4,7| 4,8| | 6,1| 6,2| 6,3| 6,4| 6,5| 6,6| 6,7| 6,8| | 8,1| 8,2| 8,3| 8,4| 8,5| 8,6| 8,7| 8,8| |10,1|10,2|10,3|10,4|10,5|10,6|10,7|10,8| |12,1|12,2|12,3|12,4|12,5|12,6|12,7|12,8| |14,1|14,2|14,3|14,4|14,5|14,6|14,7|14,8| |16,1|16,2|16,3|16,4|16,5|16,6|16,7|16,8| '---------------------------------------' Description: Two bytes are one line of 8 pixels. The first byte hold the first bit plain the second line the second one. After that comes the next line. --- 'NES 2 bpp' mode: Size of 8x8 tile: 16 bytes (128 bits) Colors: 4 Number of Bit plains: 2 Bitplain 1 .---------------------------------------. | 1,1| 1,2| 1,3| 1,4| 1,5| 1,6| 1,7| 1,8| | 2,1| 2,2| 2,3| 2,4| 2,5| 2,6| 2,7| 2,8| | 3,1| 3,2| 3,3| 4,4| 5,5| 6,6| 7,7| 8,8| | 4,1| 4,2| 4,3| 4,4| 4,5| 4,6| 4,7| 4,8| | 5,1| 5,2| 5,3| 5,4| 5,5| 5,6| 5,7| 5,8| | 6,1| 6,2| 6,3| 6,4| 6,5| 6,6| 6,7| 6,8| | 7,1| 7,2| 7,3| 7,4| 7,5| 7,6| 7,7| 7,8| | 8,1| 8,2| 8,3| 8,4| 8,5| 8,6| 8,7| 8,8| '---------------------------------------' Bitplain 2 .---------------------------------------. | 9,1| 9,2| 9,3| 9,4| 9,5| 9,6| 9,7| 9,8| |10,1|10,2|10,3|10,4|10,5|10,6|10,7|10,8| |11,1|11,2|11,3|11,4|11,5|11,6|11,7|11,8| |12,1|12,2|12,3|12,4|12,5|12,6|12,7|12,8| |13,1|13,2|13,3|13,4|13,5|13,6|13,7|13,8| |14,1|14,2|14,3|14,4|14,5|14,6|14,7|14,8| |15,1|15,2|15,3|15,4|15,5|15,6|15,7|15,8| |16,1|16,2|16,3|16,4|16,5|16,6|16,7|16,8| '---------------------------------------' Description: The two bitplains are each '1bpp' bit plains. The first bitplain is stored in the first 8 bytes. After that there is the second bitplain in the next 8 bytes. --- 'Virtual Boy 2 bpp' mode: Size of 8x8 tile: 16 bytes (128 bits) Colors: 4 Number of Bitplains: 2 Bitplain 1 .---------------------------------------. | 1,1| 1,3| 1,5| 1,7| 2,1| 2,3| 2,5| 2,7| | 3,1| 3,3| 3,5| 3,7| 4,1| 4,3| 4,5| 4,7| | 5,1| 5,3| 5,5| 5,7| 6,1| 6,3| 6,5| 6,7| | 7,1| 7,3| 7,5| 7,7| 8,1| 8,3| 8,5| 8,7| | 9,1| 9,3| 9,5| 9,7|10,1|10,3|10,5|10,7| |11,1|11,3|11,5|11,7|12,1|12,3|12,5|12,7| |13,1|13,3|13,5|13,7|14,1|14,3|14,5|14,7| |15,1|15,3|15,5|15,7|16,1|16,3|16,5|16,7| '---------------------------------------' Bitplain 2 .---------------------------------------. | 1,2| 1,4| 1,6| 1,8| 2,2| 2,4| 2,6| 2,8| | 3,2| 3,4| 3,6| 3,8| 4,2| 4,4| 4,6| 4,8| | 5,2| 5,4| 5,6| 5,8| 6,2| 6,4| 6,6| 6,8| | 7,2| 7,4| 7,6| 7,8| 8,2| 8,4| 8,6| 8,8| | 9,2| 9,4| 9,6| 9,8|10,2|10,4|10,6|10,8| |11,2|11,4|11,6|11,8|12,2|12,4|12,6|12,8| |13,2|13,4|13,6|13,8|14,2|14,4|14,6|14,8| |15,2|15,4|15,6|15,8|16,2|16,4|16,6|16,8| '---------------------------------------' Description: A simple bitplain. Two bytes are one line of 8 pixels. Two bits in a row are one pixel's color value. --- 'Neo Geo Pocket 2 bpp' mode: Size of 8x8 tile: 16 bytes (128 bits) Colors: 4 Number of Bitplains: 2 Bitplain 1 .---------------------------------------. | 2,8| 2,6| 2,4| 2,2| 1,8| 1,6| 1,4| 1,2| | 4,8| 4,6| 4,4| 4,2| 3,8| 3,6| 3,4| 3,2| | 6,8| 6,6| 6,4| 6,2| 5,8| 5,6| 5,4| 5,2| | 8,8| 8,6| 8,4| 8,2| 7,8| 7,6| 7,4| 7,2| |10,8|10,6|10,4|10,2| 9,8| 9,6| 9,4| 9,2| |12,8|12,6|12,4|12,2|11,8|11,6|11,4|11,2| |14,8|14,6|14,4|14,2|13,8|13,6|13,4|13,2| |16,8|16,6|16,4|16,2|15,8|15,6|15,4|15,2| '---------------------------------------' Bitplain 2 .---------------------------------------. | 2,7| 2,5| 2,3| 2,1| 1,7| 1,5| 1,3| 1,1| | 4,7| 4,5| 4,3| 4,1| 3,7| 3,5| 3,3| 3,1| | 6,7| 6,5| 6,3| 6,1| 5,7| 5,5| 5,3| 5,1| | 8,7| 8,5| 8,3| 8,1| 7,7| 7,5| 7,3| 7,1| |10,7|10,5|10,3|10,1| 9,7| 9,5| 9,3| 9,1| |12,7|12,5|12,3|12,1|11,7|11,5|11,3|11,1| |14,7|14,5|14,3|14,1|13,7|13,5|13,3|13,1| |16,7|16,5|16,3|16,1|15,7|15,5|15,3|15,1| '---------------------------------------' Description: The same as the 'Virtual Boy' mode but each line's 16 bits are mirrowed. That means that the first bit of the first byte is the eighth bit of the second byte and the fourth bit of the second byte is the fifth bit of the first byte and so on. --- 'SNES 3 bpp' mode: Size of 8x8 tile: 24 bytes (192 bits) Colors: 8 Number of Bitplains: 3 Bitplain 1 .---------------------------------------. | 1,1| 1,2| 1,3| 1,4| 1,5| 1,6| 1,7| 1,8| | 3,1| 3,2| 3,3| 3,4| 3,5| 3,6| 3,7| 3,8| | 5,1| 5,2| 5,3| 5,4| 5,5| 5,6| 5,7| 5,8| | 7,1| 7,2| 7,3| 7,4| 7,5| 7,6| 7,7| 7,8| | 9,1| 9,2| 9,3| 9,4| 9,5| 9,6| 9,7| 9,8| |11,1|11,2|11,3|11,4|11,5|11,6|11,7|11,8| |13,1|13,2|13,3|13,4|13,5|13,6|13,7|13,8| |15,1|15,2|15,3|15,4|15,5|15,6|15,7|15,8| '---------------------------------------' Bitplain 2 .---------------------------------------. | 2,1| 2,2| 2,3| 2,4| 2,5| 2,6| 2,7| 2,8| | 4,1| 4,2| 4,3| 4,4| 4,5| 4,6| 4,7| 4,8| | 6,1| 6,2| 6,3| 6,4| 6,5| 6,6| 6,7| 6,8| | 8,1| 8,2| 8,3| 8,4| 8,5| 8,6| 8,7| 8,8| |10,1|10,2|10,3|10,4|10,5|10,6|10,7|10,8| |12,1|12,2|12,3|12,4|12,5|12,6|12,7|12,8| |14,1|14,2|14,3|14,4|14,5|14,6|14,7|14,8| |16,1|16,2|16,3|16,4|16,5|16,6|16,7|16,8| '---------------------------------------' Bitplain 3 .---------------------------------------. |17,1|17,2|17,3|17,4|17,5|17,6|17,7|17,8| |18,1|18,2|18,3|18,4|18,5|18,6|18,7|18,8| |19,1|19,2|19,3|19,4|19,5|19,6|19,7|19,8| |20,1|20,2|20,3|20,4|20,5|20,6|20,7|20,8| |21,1|21,2|21,3|21,4|21,5|21,6|21,7|21,8| |22,1|22,2|22,3|22,4|22,5|22,6|22,7|22,8| |23,1|23,2|23,3|23,4|23,5|23,6|23,7|23,8| |24,1|24,2|24,3|24,4|24,5|24,6|24,7|24,8| '---------------------------------------' Description: A combination of a 'Gameboy 2bpp' tile as the frist two bitplains and one '1 bpp' tile as a third bitplain. Comment: Not very common tile mode used mainly to save space. Only found it in Zelda 3 up until now. --- 'SNES 4 bpp' mode: Size of 8x8 tile: 32 bytes (256 bits) Colors: 16 Number of Bitplains: 4 Bitplain 1 .---------------------------------------. | 1,1| 1,2| 1,3| 1,4| 1,5| 1,6| 1,7| 1,8| | 3,1| 3,2| 3,3| 3,4| 3,5| 3,6| 3,7| 3,8| | 5,1| 5,2| 5,3| 5,4| 5,5| 5,6| 5,7| 5,8| | 7,1| 7,2| 7,3| 7,4| 7,5| 7,6| 7,7| 7,8| | 9,1| 9,2| 9,3| 9,4| 9,5| 9,6| 9,7| 9,8| |11,1|11,2|11,3|11,4|11,5|11,6|11,7|11,8| |13,1|13,2|13,3|13,4|13,5|13,6|13,7|13,8| |15,1|15,2|15,3|15,4|15,5|15,6|15,7|15,8| '---------------------------------------' Bitplain 2 .---------------------------------------. | 2,1| 2,2| 2,3| 2,4| 2,5| 2,6| 2,7| 2,8| | 4,1| 4,2| 4,3| 4,4| 4,5| 4,6| 4,7| 4,8| | 6,1| 6,2| 6,3| 6,4| 6,5| 6,6| 6,7| 6,8| | 8,1| 8,2| 8,3| 8,4| 8,5| 8,6| 8,7| 8,8| |10,1|10,2|10,3|10,4|10,5|10,6|10,7|10,8| |12,1|12,2|12,3|12,4|12,5|12,6|12,7|12,8| |14,1|14,2|14,3|14,4|14,5|14,6|14,7|14,8| |16,1|16,2|16,3|16,4|16,5|16,6|16,7|16,8| '---------------------------------------' Bitplain 3 .---------------------------------------. |17,1|17,2|17,3|17,4|17,5|17,6|17,7|17,8| |19,1|19,2|19,3|19,4|19,5|19,6|19,7|19,8| |21,1|21,2|21,3|21,4|21,5|21,6|21,7|21,8| |23,1|23,2|23,3|23,4|23,5|23,6|23,7|23,8| |25,1|25,2|25,3|25,4|25,5|25,6|25,7|25,8| |27,1|27,2|27,3|27,4|27,5|27,6|27,7|27,8| |29,1|29,2|29,3|29,4|29,5|29,6|29,7|29,8| |31,1|31,2|31,3|31,4|31,5|31,6|31,7|31,8| '---------------------------------------' Bitplain 4 .---------------------------------------. |18,1|18,2|18,3|18,4|18,5|18,6|18,7|18,8| |20,1|20,2|20,3|20,4|20,5|20,6|20,7|20,8| |22,1|22,2|22,3|22,4|22,5|22,6|22,7|22,8| |24,1|24,2|24,3|24,4|24,5|24,6|24,7|24,8| |26,1|26,2|26,3|26,4|26,5|26,6|26,7|26,8| |28,1|28,2|28,3|28,4|28,5|28,6|28,7|28,8| |30,1|30,2|30,3|30,4|30,5|30,6|30,7|30,8| |32,1|32,2|32,3|32,4|32,5|32,6|32,7|32,8| '---------------------------------------' Description: A combination of two 'Gameboy' tiles. the first one represents the first and second bitplain. The 2nd one follows with the third and fourth bitplain. --- 'Gameboy Advanced 4 bpp' mode: Size of 8x8 tile: 32 bytes (256 bits) Colors: 16 Number of Bitplains: 4 Bitplain 1 .---------------------------------------. | 1,1| 1,5| 2,1| 2,5| 3,1| 3,5| 4,1| 4,5| | 5,1| 5,5| 6,1| 6,5| 7,1| 7,5| 8,1| 8,5| | 9,1| 9,5|10,1|10,5|11,1|11,5|12,1|12,5| |13,1|13,5|14,1|14,5|15,1|15,5|16,1|16,5| |17,1|17,5|18,1|18,5|19,1|19,5|20,1|20,5| |21,1|21,5|22,1|22,5|23,1|23,5|24,1|24,5| |25,1|25,5|26,1|26,5|27,1|27,5|28,1|28,5| |29,1|29,5|30,1|30,5|31,1|31,5|32,1|32,5| '---------------------------------------' Bitplain 2 .---------------------------------------. | 1,2| 1,6| 2,2| 2,6| 3,2| 3,6| 4,2| 4,6| | 5,2| 5,6| 6,2| 6,6| 7,2| 7,6| 8,2| 8,6| | 9,2| 9,6|10,2|10,6|11,2|11,6|12,2|12,6| |13,2|13,6|14,2|14,6|15,2|15,6|16,2|16,6| |17,2|17,6|18,2|18,6|19,2|19,6|20,2|20,6| |21,2|21,6|22,2|22,6|23,2|23,6|24,2|24,6| |25,2|25,6|26,2|26,6|27,2|27,6|28,2|28,6| |29,2|29,6|30,2|30,6|31,2|31,6|32,2|32,6| '---------------------------------------' Bitplain 3 .---------------------------------------. | 1,3| 1,7| 2,3| 2,7| 3,3| 3,7| 4,3| 4,7| | 5,3| 5,7| 6,3| 6,7| 7,3| 7,7| 8,3| 8,7| | 9,3| 9,7|10,3|10,7|11,3|11,7|12,3|12,7| |13,3|13,7|14,3|14,7|15,3|15,7|16,3|16,7| |17,3|17,7|18,3|18,7|19,3|19,7|20,3|20,7| |21,3|21,7|22,3|22,7|23,3|23,7|24,3|24,7| |25,3|25,7|26,3|26,7|27,3|27,7|28,3|28,7| |29,3|29,7|30,3|30,7|31,3|31,7|32,3|32,7| '---------------------------------------' Bitplain 4 .---------------------------------------. | 1,4| 1,8| 2,4| 2,8| 3,4| 3,8| 4,4| 4,8| | 5,4| 5,8| 6,4| 6,8| 7,4| 7,8| 8,4| 8,8| | 9,4| 9,8|10,4|10,8|11,4|11,8|12,4|12,8| |13,4|13,8|14,4|14,8|15,4|15,8|16,4|16,8| |17,4|17,8|18,4|18,8|19,4|19,8|20,4|20,8| |21,4|21,8|22,4|22,8|23,4|23,8|24,4|24,8| |25,4|25,8|26,4|26,8|27,4|27,8|28,4|28,8| |29,4|29,8|30,4|30,8|31,4|31,8|32,4|32,8| '---------------------------------------' Description: A simple bitmap. Four bytes contain one line of 8 pixels. Each 4 bits are one pixel's color value. --- 'Genesis 4 bpp' mode: Size of 8x8 tile: 32 bytes (256 bits) Colors: 16 Number of Bitplains: 4 Bitplain 1 .---------------------------------------. | 1,5| 1,1| 2,5| 2,1| 3,5| 3,1| 4,5| 4,1| | 5,5| 5,1| 6,5| 6,1| 7,5| 7,1| 8,5| 8,1| | 9,5| 9,1|10,5|10,1|11,5|11,1|12,5|12,1| |13,5|13,1|14,5|14,1|15,5|15,1|16,5|16,1| |17,5|17,1|18,5|18,1|19,5|19,1|20,5|20,1| |21,5|21,1|22,5|22,1|23,5|23,1|24,5|24,1| |25,5|25,1|26,5|26,1|27,5|27,1|28,5|28,1| |29,5|29,1|30,5|30,1|31,5|31,1|32,5|32,1| '---------------------------------------' Bitplain 2 .---------------------------------------. | 1,6| 1,2| 2,6| 2,2| 3,6| 3,2| 4,6| 4,2| | 5,6| 5,2| 6,6| 6,2| 7,6| 7,2| 8,6| 8,2| | 9,6| 9,2|10,6|10,2|11,6|11,2|12,6|12,2| |13,6|13,2|14,6|14,2|15,6|15,2|16,6|16,2| |17,6|17,2|18,6|18,2|19,6|19,2|20,6|20,2| |21,6|21,2|22,6|22,2|23,6|23,2|24,6|24,2| |25,6|25,2|26,6|26,2|27,6|27,2|28,6|28,2| |29,6|29,2|30,6|30,2|31,6|31,2|32,6|32,2| '---------------------------------------' Bitplain 3 .---------------------------------------. | 1,7| 1,3| 2,7| 2,3| 3,7| 3,3| 4,7| 4,3| | 5,7| 5,3| 6,7| 6,3| 7,7| 7,3| 8,7| 8,3| | 9,7| 9,3|10,7|10,3|11,7|11,3|12,7|12,3| |13,7|13,3|14,7|14,3|15,7|15,3|16,7|16,3| |17,7|17,3|18,7|18,3|19,7|19,3|20,7|20,3| |21,7|21,3|22,7|22,3|23,7|23,3|24,7|24,3| |25,7|25,3|26,7|26,3|27,7|27,3|28,7|28,3| |29,7|29,3|30,7|30,3|31,7|31,3|32,7|32,3| '---------------------------------------' Bitplain 4 .---------------------------------------. | 1,8| 1,4| 2,8| 2,4| 3,8| 3,4| 4,8| 4,4| | 5,8| 5,4| 6,8| 6,4| 7,8| 7,4| 8,8| 8,4| | 9,8| 9,4|10,8|10,4|11,8|11,4|12,8|12,4| |13,8|13,4|14,8|14,4|15,8|15,4|16,8|16,4| |17,8|17,4|18,8|18,4|19,8|19,4|20,8|20,4| |21,8|21,4|22,8|22,4|23,8|23,4|24,8|24,4| |25,8|25,4|26,8|26,4|27,8|27,4|28,8|28,4| |29,8|29,4|30,8|30,4|31,8|31,4|32,8|32,4| '---------------------------------------' Description: This mode is a 16 color bitmap like the 'GBA 4bpp' mode. The only difference is that the even and the odd rows are switch. --- 'Game Gear/Master System 4 bpp' mode: Size of 8x8 tile: 32 bytes (256 bits) Colors: 16 Number of Bitplains: 4 Bitplain 1 .---------------------------------------. | 1,1| 1,2| 1,3| 1,4| 1,5| 1,6| 1,7| 1,8| | 5,1| 5,2| 5,3| 5,4| 5,5| 5,6| 5,7| 5,8| | 9,1| 9,2| 9,3| 9,4| 9,5| 9,6| 9,7| 9,8| |13,1|13,2|13,3|13,4|13,5|13,6|13,7|13,8| |17,1|17,2|17,3|17,4|17,5|17,6|17,7|17,8| |21,1|21,2|21,3|21,4|21,5|21,6|21,7|21,8| |25,1|25,2|25,3|25,4|25,5|25,6|25,7|25,8| |29,1|29,2|29,3|29,4|29,5|29,6|29,7|29,8| '---------------------------------------' Bitplain 2 .---------------------------------------. | 2,1| 2,2| 2,3| 2,4| 2,5| 2,6| 2,7| 2,8| | 6,1| 6,2| 6,3| 6,4| 6,5| 6,6| 6,7| 6,8| |10,1|10,2|10,3|10,4|10,5|10,6|10,7|10,8| |14,1|14,2|14,3|14,4|14,5|14,6|14,7|14,8| |18,1|18,2|18,3|18,4|18,5|18,6|18,7|18,8| |22,1|22,2|22,3|22,4|22,5|22,6|22,7|22,8| |26,1|26,2|26,3|26,4|26,5|26,6|26,7|26,8| |30,1|30,2|30,3|30,4|30,5|30,6|30,7|30,8| '---------------------------------------' Bitplain 3 .---------------------------------------. | 3,1| 3,2| 3,3| 3,4| 3,5| 3,6| 3,7| 3,8| | 7,1| 7,2| 7,3| 7,4| 7,5| 7,6| 7,7| 7,8| |11,1|11,2|11,3|11,4|11,5|11,6|11,7|11,8| |15,1|15,2|15,3|15,4|15,5|15,6|15,7|15,8| |19,1|19,2|19,3|19,4|19,5|19,6|19,7|19,8| |23,1|23,2|23,3|23,4|23,5|23,6|23,7|23,8| |27,1|27,2|27,3|27,4|27,5|27,6|27,7|27,8| |31,1|31,2|31,3|31,4|31,5|31,6|31,7|31,8| '---------------------------------------' Bitplain 4 .---------------------------------------. | 4,1| 4,2| 4,3| 4,4| 4,5| 4,6| 4,7| 4,8| | 8,1| 8,2| 8,3| 8,4| 8,5| 8,6| 8,7| 8,8| |12,1|12,2|12,3|12,4|12,5|12,6|12,7|12,8| |16,1|16,2|16,3|16,4|16,5|16,6|16,7|16,8| |20,1|20,2|20,3|20,4|20,5|20,6|20,7|20,8| |24,1|24,2|24,3|24,4|24,5|24,6|24,7|24,8| |28,1|28,2|28,3|28,4|28,5|28,6|28,7|28,8| |32,1|32,2|32,3|32,4|32,5|32,6|32,7|32,8| '---------------------------------------' Description: Four bytes are one line. They are the Four bitplains. After that four byte the next line's four bytes are stored. --- 'Gameboy Advanced 8 bpp' mode: Size of 8x8 tile: 64 bytes (512 bits) Colors: 256 Number of Bitplains: 8 Description: A simple bitmap. Each byte stands for One pixel. Eight bytes add up to one line. --- 'SNES 8 bpp' mode: Size of 8x8 tile: 64 bytes (512 bits) Colors: 256 Number of Bitplains: 8 Description: A combination of four 'Gameboy' tiles. It has the same structure as the 'SNES 4bpp' mode only with four tiles instead of two. --- (c) MrClick 4-16-2001 MrClick@gmx.de This document is free. It was written using information which can be found on the Internet. No official information was used. There is no guarantee of correctness. This document might only be published as it is. Thanks go out to: Zophar Domain - for hosting TilEd Klarth - for his document on console tiles