Sprite graphics format
The 16x16, 4bpp pixels sprite tiles are divided in 4 8x8 blocks. Each row of these 8x8 blocks are stored backwards in a 4bit planar organization.
- On cart systems, bitplanes 0 and 1 go in the odd C ROMs (C1, C3...), while bitplanes 2 and 3 go in the even ones (C2, C4...).
- On CD systems, bitplanes follow a 1/0/3/2 pattern.
"Consolegfx"-style definition
- Color indexes per tile: 0~15
- Space used: 4 bits per pixel. 128 bytes for each tile.
This is a tiled, planar bitmap format. Each pair represents one byte.
C1/3/5/7
[t1, r0, bp0], [t1, r0, bp1], [t1, r1, bp0], [t1, r1, bp1], [t1, r2, bp0], [t1, r2, bp1], [t1, r3, bp0], [t1, r3, bp1], [t1, r4, bp0], [t1, r4, bp1], [t1, r5, bp0], [t1, r5, bp1], [t1, r6, bp0], [t1, r6, bp1], [t1, r7, bp0], [t1, r7, bp1], [t2, r0, bp0], [t2, r0, bp1], [t2, r1, bp0], [t2, r1, bp1], [t2, r2, bp0], [t2, r2, bp1], [t2, r3, bp0], [t2, r3, bp1], [t2, r4, bp0], [t2, r4, bp1], [t2, r5, bp0], [t2, r5, bp1], [t2, r6, bp0], [t2, r6, bp1], [t2, r7, bp0], [t2, r7, bp1] [t3, r0, bp0], [t3, r0, bp1], [t3, r1, bp0], [t3, r1, bp1], [t3, r2, bp0], [t3, r2, bp1], [t3, r3, bp0], [t3, r3, bp1], [t3, r4, bp0], [t3, r4, bp1], [t3, r5, bp0], [t3, r5, bp1], [t3, r6, bp0], [t3, r6, bp1], [t3, r7, bp0], [t3, r7, bp1] [t4, r0, bp0], [t4, r0, bp1], [t4, r1, bp0], [t4, r1, bp1], [t4, r2, bp0], [t4, r2, bp1], [t4, r3, bp0], [t4, r3, bp1], [t4, r4, bp0], [t4, r4, bp1], [t4, r5, bp0], [t4, r5, bp1], [t4, r6, bp0], [t4, r6, bp1], [t4, r7, bp0], [t4, r7, bp1]
C2/4/6/8
[t1, r0, bp2], [t1, r0, bp3], [t1, r1, bp2], [t1, r1, bp3], [t1, r2, bp2], [t1, r2, bp3], [t1, r3, bp2], [t1, r3, bp3], [t1, r4, bp2], [t1, r4, bp3], [t1, r5, bp2], [t1, r5, bp3], [t1, r6, bp2], [t1, r6, bp3], [t1, r7, bp2], [t1, r7, bp3], [t2, r0, bp2], [t2, r0, bp3], [t2, r1, bp2], [t2, r1, bp3], [t2, r2, bp2], [t2, r2, bp3], [t2, r3, bp2], [t2, r3, bp3], [t2, r4, bp2], [t2, r4, bp3], [t2, r5, bp2], [t2, r5, bp3], [t2, r6, bp2], [t2, r6, bp3], [t2, r7, bp2], [t2, r7, bp3] [t3, r0, bp2], [t3, r0, bp3], [t3, r1, bp2], [t3, r1, bp3], [t3, r2, bp2], [t3, r2, bp3], [t3, r3, bp2], [t3, r3, bp3], [t3, r4, bp2], [t3, r4, bp3], [t3, r5, bp2], [t3, r5, bp3], [t3, r6, bp2], [t3, r6, bp3], [t3, r7, bp2], [t3, r7, bp3] [t4, r0, bp2], [t4, r0, bp3], [t4, r1, bp2], [t4, r1, bp3], [t4, r2, bp2], [t4, r2, bp3], [t4, r3, bp2], [t4, r3, bp3], [t4, r4, bp2], [t4, r4, bp3], [t4, r5, bp2], [t4, r5, bp3], [t4, r6, bp2], [t4, r6, bp3], [t4, r7, bp2], [t4, r7, bp3]
Decoding
Pseudocode:
For Tileline = 0 To (Width\16)-1 For Tilerow = 0 To (Height\16)-1 For Quarter = 0 To 3 Select Case Quarter Case 0: xOfs = 8: yOfs = 0 Case 1: xOfs = 8: yOfs = 8 Case 2: xOfs = 0: yOfs = 0 Case 3: xOfs = 0: yOfs = 8 End Select For QuarterLine = 0 To 7 BitPlane(0) = ReadByte(1) BitPlane(1) = ReadByte(1) BitPlane(2) = ReadByte(2) BitPlane(3) = ReadByte(2) For Pixels = 0 To 7 xPos = (Tilerow * 16) + Pixels + xOfs yPos = (Tileline * 16) + QuarterLine + yOfs for Bitplanes = 0 to 3 ColorIndex .= GetBit(Bin(BitPlane(3-Bitplanes)),7-Pixels) next Bitplanes PixelSet (xPos, yPos), Palette[BinToDec(ColorIndex)] Next Pixels Next QuarterLine Next Quarter Next Tilerow Next Tileline