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From Final Fantasy Inside
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== Tile format ==
=== Type 1 (Paletted images?) ===
Two signed 16-bit integers, X and Y relative to center (0, 0)<br />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 />4 unknown bits, may be related to blending/effects<br />Unknown byte, always 0 (?)<br />6 unknown bits<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<br />Two bytes, source X and Y coordinates to sample the tile from<br />Unknown byte<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 />2 unknown bytes, the last one may be related to background animation.<br />
=== Type 2 (Non-paletted images?) ===
X and Y, same as above<br />Source coordinates, both 16-bit this time<br />Possible Z coordinate<br />4 bits, which 128x256 texture to use, same as above<br />4 unknown bits<br />5 bytes, all unknown<br />