From dc247ab7af38e4fc17e54479c8ca37b9b35bd8a0 Mon Sep 17 00:00:00 2001 From: Ashley N Date: Thu, 7 Sep 2023 22:07:47 +0000 Subject: [PATCH] Update Design Doc: `level` tool --- Design-Doc%3A-%60level%60-tool.md | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) diff --git a/Design-Doc%3A-%60level%60-tool.md b/Design-Doc%3A-%60level%60-tool.md index 91e3d38..70aa9ff 100644 --- a/Design-Doc%3A-%60level%60-tool.md +++ b/Design-Doc%3A-%60level%60-tool.md @@ -52,7 +52,16 @@ health = { ``` ## .bin Format (Tiles) -This is a system-specific binary format of tiles formatted for your target system. Normally you would take this data and DMA it to the video display hardware in your homebrew. +This is a system-specific binary format of tiles formatted for your target system. Normally you would take this data and DMA it to the VRAM in your homebrew. + +### `--console md` +* Output format is identical to `tileset` i.e. it is a colour palette followed by a set of tiles in tile order. + +## .map Format (Tile Map) +While the above format contains the graphics, this contains the nametable settings for each layer i.e. pointers to entries in the above list of tiles for each region of the screen. Normally you would take this data and DMA it to the VRAM in your homebrew, where the pattern map nametable is set. + +### `--console md` +* This contains entries in VDP nametable format, in tile layer B followed by tile layer A. DMA this to the nametable location in each respective layer. ## .lvc Format (Level Collision) The collision map is just an array of 8-bit unsigned integers laid out with the same tile dimensions as your visible layers. 0 is a free area, while 1 is a collision area.