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4 1 unknown bit, always 1 (except in ending.map)<br />3 unknown bits, may be related to blending/effects<br />1 Unknown byte, rarely 1 always 0 (except in ending.map), often 0<br />
Two 2 bytes, source X and Y coordinates to sample the tile from<br />1 byte may be a bit, always 0<br />7 bits, layer id<br />
2 unknown bytes1 byte, the last one may be related to background animationid<br />1 byte, animation state<br />
2 unknown bytes1 byte, background animation id<br />1 byte, animation state<br />
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Another 16-bit value, probably a fixed-point representation of the Z coordinate (divide by 4096 to get a floating point value)<br />
4 bits, which 128x256 texture to use, if you consider the MIM to be one big image, just multiply this value by 128 and add it to the source X coordinate<br />
6 unknown bits, always 0<br />
4 bits specifying which palette to use, add 8 to this number to get the right palette from the MIM<br />
6 unknown bits, always 15<br />
1 byte specifying which blend mode to use for this tile, 1 is additive blending, 4 seems to be the default (no blending)<br />
=== Type 2 ===
4 bits specifying which palette to use, add 8 to this number to get the right palette from the MIM<br />
6 unknown bits, always 15<br />