Update Design Doc: `level` tool

master
Ashley N. 2023-09-07 22:07:47 +00:00
parent 5fd5c7f12f
commit dc247ab7af
1 changed files with 10 additions and 1 deletions

@ -52,7 +52,16 @@ health = {
``` ```
## .bin Format (Tiles) ## .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) ## .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. 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.