Comments (2)
More information: The offset table is always in little endian. For the mappings, the count word is big endian, and the Y offset and size bytes are kept in the same order, the tile index and X offset words are little endian. For the player-type DPLCs, everything is still big endian. I haven't checked the non-player DPLCs, but I wouldn't be surprised if they're the same as the player ones.
from flex2.
as discussed on IRC, closing until a split disassembly or other resources are available
from flex2.
Related Issues (20)
- Program hangs when loading mappings
- Pressing the "autoarrange tiles" button seems to always *add* tiles HOT 1
- Mappings dont works with S1 Github disasm HOT 1
- Colours don't convert into index 0 unless it's through Sprite sheet importing HOT 3
- Could not find 'scripts' directory error in macOS release HOT 4
- Ability to delete tiles HOT 1
- Flex2's image importing remembers images too well HOT 4
- Where do I load the ROM file? HOT 3
- Configurable paths HOT 2
- Uneven scaling of sprites HOT 2
- Multiple art files for object
- Add ability to add global palette offset for objects HOT 1
- Add ability to cycle through sprite pieces HOT 2
- Keep getting "Error: Can only save art at offset 0" despite it being set on 0 HOT 3
- Onion skin function HOT 1
- Mappings appear to occasionally corrupt when opening Sonic CD format graphics HOT 2
- Sprite strip has wrong zoom HOT 2
- Sonic 3&K's object DPLC is buggy if the first sprite is blank HOT 2
- Remappable Keys
- Option for DPLCs beyond 16 tiles HOT 3
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from flex2.