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From Final Fantasy Inside
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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, rarely 1(ending.map), often 0<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 />
Two bytes, source X and Y coordinates to sample the tile from<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 />
4 bits, which 128x256 texture to use, same as above<br />
4 unknown bits<br />
Unknown byte, rarely 1, often always 0<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 />
2 unknown bytes<br />