The YXPPCCCT format is used to store sprite tilemap properites. The information is stored in binary and makes up a single byte.
76543210
YXPPCCCT
Y : Y flip
X : X flip
PP : Priority
CCC: Palette
T : Bit 8 of tile number
To change tilemap properties stored in yxppcct format, one must convert the hex value into binary. This is usually done with the aid of the computer's calculator. For instance, the value 45 in hex becomes 01000101. Broken down, this becomes:
0 | 1 | 00 | 010 | 1
Y | X | PP | CCC | T
The "0" for Y means that the tile is not flipped vertically.
The "1" for X means that the tile is flipped horizontally.
The "00" for PP means that the tile does not take priority. (If two tiles are occupying the same space, this one will appear beneath one that has priority)
The "010" for CCC means that the tile uses yellow palette A. The values for palettes are as follows:
•000 - Palette 8 (Mario)
•001 - Palette 9 (Grey)
•010 - Palette A (Yellow)
•011 - Palette B (Blue)
•100 - Palette C (Red)
•101 - Palette D (Green)
•110 - Palette E
•111 - Palette F
The "1" for T means that the tile is on the second graphics page (While 0 would put it on the first graphics page)
Once changes are made to the binary bits, they must be converted back into a single hex byte for SMW to be able to read it.
Ddoomm10's Note
This is taken directly from SMWiki's backup and should be used for those people who don't understand what it is and needs pictures for Romi's cutscene too.
And lemme guess, this thread will incorporate some new rule or something?
76543210
YXPPCCCT
Y : Y flip
X : X flip
PP : Priority
CCC: Palette
T : Bit 8 of tile number
To change tilemap properties stored in yxppcct format, one must convert the hex value into binary. This is usually done with the aid of the computer's calculator. For instance, the value 45 in hex becomes 01000101. Broken down, this becomes:
0 | 1 | 00 | 010 | 1
Y | X | PP | CCC | T
The "0" for Y means that the tile is not flipped vertically.
The "1" for X means that the tile is flipped horizontally.
The "00" for PP means that the tile does not take priority. (If two tiles are occupying the same space, this one will appear beneath one that has priority)
The "010" for CCC means that the tile uses yellow palette A. The values for palettes are as follows:
•000 - Palette 8 (Mario)
•001 - Palette 9 (Grey)
•010 - Palette A (Yellow)
•011 - Palette B (Blue)
•100 - Palette C (Red)
•101 - Palette D (Green)
•110 - Palette E
•111 - Palette F
The "1" for T means that the tile is on the second graphics page (While 0 would put it on the first graphics page)
Once changes are made to the binary bits, they must be converted back into a single hex byte for SMW to be able to read it.
Ddoomm10's Note
This is taken directly from SMWiki's backup and should be used for those people who don't understand what it is and needs pictures for Romi's cutscene too.
And lemme guess, this thread will incorporate some new rule or something?