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From Final Fantasy Inside
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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 />