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From Final Fantasy Inside

FF8/FileFormat MAP

193 bytes added, 01:19, 18 July 2012
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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 />
1 unknown bit, always 1 (except in ending.map)<br />
3 unknown bits, may be related to blending/effectsimage deph. If < 4 there is two color indexes per byte (4-bit indexed), else there is one color index per byte (8-bit indexed)<br />
1 Unknown byte, always 0 (except in ending.map)<br />
6 unknown bits, always 0<br />
1 bit, always 0<br />
7 bits, layer id<br />
1 byte specifying which blend mode to use for this tile, 1 is additive blending, 2 is subtractive blending, 3 seems to be +25%, 4 seems to be the default (no blending) and 0 is unknown (elview1)<br />
1 byte, background animation id<br />
1 byte, animation state<br />
Possible Z coordinate<br />
4 bits, which 128x256 texture to use, same as above<br />
4 unknown bits(maybe same as above)<br />Unknown 1 unknown byte, 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 />
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