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From Final Fantasy Inside
Created page with "== Background Tile Map == --Cyberman 17:17, 27 Nov 2006 (CST) & --Myst6re 06:44, 27 May 2010 (EDT) The background tile map informati..."
== Background Tile Map ==--[[User:Cyberman|Cyberman]] 17:17, 27 Nov 2006 (CST) & --[[User:Myst6re|Myst6re]] 06:44, 27 May 2010 (EDT)
The background tile map information on the PSX is actually stored in 2 files. The graphic tiles are in a MIM file with the same name as the DAT file. Both are needed to view the background data completely. This section covers just the Tile Map information and not how to decode the MIM data. The Tile Map consists of 5 subsections. The header for the tile map consists of 4 offsets which are relative to the begining of the section. The first section always starts at offset 0x0010, it is not in the header. {| borderclass="0" cellspacing="1" cellpadding="3" style="background: rgb(0,0,0)" align="centerwikitable"! style="background:rgb(204,204,204)" align="center" | Offset! style="background:rgb(204,204,204)" align="center" | Size! style="background:rgb(204,204,204)" align="center" | Description
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=== Section 1 ===
A list of data structures (size == 6 or 2 bytes). The first UINT16 indicates layer or not a layer.
struct {
UINT16 Type;
Type 0x7FFF is the End of layer information Data Record.
===Section 2===
A series of Layer 1 tile data structures (basic background information)
UINT16 TileClutData;
} Layer1Tile;
Destination X and Y are signed, this is used for the walkmesh information and the center of the background field.The only used portion of the tile data is:
{
unsigned ZZ1:6;
} TileClutData;
===Section 3===
A list of UINT16, bit fields, because the ordering of fields within such an object are unspecifiable in the C and C++ standards (IE the compilor can choose any way which it may be done the standard doesn't care), this structure will be shown (a BIT?) differently.
{
unsigned ZZ:7; // 7 MSB
} SpriteTP_Blend;
===Section 4===
This section consists of the sprite data (2d data that is either non static or can be walked behind).
struct {
INT16 DestinationX;
UINT8 State;
} SpriteTile;
Destination X and Y are signed, this is used for the walkmesh information and the center of the background field.
Tile Color Lookup Table Data
{
unsigned ZZ1:6;
Sprite Texture Page and Blending Mode data
{
unsigned ZZ:7; // 7 MSB
Parameter structure
{
unsigned blending:1; // MSB
} Parameter;
===Section 5===
This section looks like section 4, it is used for additional layers. For SpriteTP_Blend infos, you must use section 3.
struct {
INT16 DestinationX;