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January 20, 2025 21:44
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Konami 4bpp sprite tile format
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Konami 4bpp sprite tile format | |
16-bit graphics ROMs go in pairs | |
One 32-bit word describes a row of eight 4bpp pixels | |
Each byte is a bitplane | |
ROM UUUUUUUUUUUUUUUULLLLLLLLLLLLLLLL | |
Bit 3322222222221111111111 | |
10987654321098765432109876543210 | |
Pixel 01234567012345670123456701234567 (0=left) | |
Plane 33333333222222221111111100000000 | |
Subtiles are 8x8 pixels (32 bytes) | |
The minimum addressable tile is 16x16 pixels, rendered as 4 subtiles arranged like this: | |
0 1 | |
2 3 | |
Sprites larger than 1 tile follow the same arrangement recursively | |
For example, a 32x32 pixel sprite (2x2 tiles) will be made of the following subtiles: | |
0 1 4 5 | |
2 3 6 7 | |
8 9 C D | |
A B E F | |
Note that the hardware addresses those subtiles automatically given a single base tile | |
number for the sprite, by replacing the lower bits (no addition !) | |
For example, providing a base tile number of 0, 1, 2 or 3 for a | |
2x2 tile sprite like above will give identical results. |
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