Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

SGB format is incorrectly defined, both in Help and functionality #71

Open
HeyItsLollie opened this issue Jun 4, 2022 · 2 comments
Open
Labels
documentation Improvements or additions to documentation

Comments

@HeyItsLollie
Copy link

HeyItsLollie commented Jun 4, 2022

In Tilemap Studio's Help document, SGB format is described:

SGB border: Bytes come in pairs; a tile ID and an attribute byte. The only supported attribute bits are a choice of four palettes (each with four colors) and X/Y flip.

The palette information is true for the Game Boy portion of the screen, but incorrect for the actual border. From GBDev's Pan Docs:
https://gbdev.io/pandocs/SGB_Color_Palettes.html

The SGB/SNES provides 8 palettes of 16 colors each, each color may be defined out of a selection of 32768 colors (15 bit). Palettes 0-3 are used to colorize the gamescreen, only the first four colors of each of these palettes are used. Palettes 4-6(*) are used for the SGB Border, all 16 colors of each of these palettes may be used.

* Pan Docs actually states Palettes 4-7, but BizHawk shows that Palette 7 is reserved for the Super Game Boy menu.

Color 0 is a "global" color shared among palettes 4-6 for the SGB border. This means each of the four SGB border palettes can have 15 unique colors + 1 shared color.

@HeyItsLollie HeyItsLollie changed the title SGB format is incorrectly described in Help document SGB format is incorrectly defined, both in Help and functionality Jun 8, 2022
@HeyItsLollie
Copy link
Author

HeyItsLollie commented Jun 8, 2022

After attempting another test today (while using Tools > Image to Tools), I've realized that Tilemap Studio itself incorrectly assumes that Super Game Boy borders only use four colors per tile. They should be treated the same as SNES tiles.

@Rangi42 Rangi42 added the bug Something isn't working label Sep 17, 2022
@Rangi42
Copy link
Owner

Rangi42 commented Oct 8, 2022

Yeah, the "SGB border" format was intended for the limited Pokémon Gen 1 and 2 borders. Just using the "SNES tiles + attributes" format for fully-general SGB borders should work.

I'll update the docs to clarify this, since there's no use in having the two formats be identical.

@Rangi42 Rangi42 added documentation Improvements or additions to documentation and removed bug Something isn't working labels Oct 8, 2022
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
documentation Improvements or additions to documentation
Projects
None yet
Development

No branches or pull requests

2 participants