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How do you read the Map16 code in .json files?

I'm working on transferring the gfx of the Custom Bro sprite(s) from SP3 to SP4, and so far I've had an easy time tranferring the in-game graphics, since that code in the .asm file looks like this:

Code
db $CB,$DA,$C8,$AF



The icon used in Lunar magic is messed up though, which is only natural, since those use the code in the .json file. That code, however, look like this:

Code
"Map16": "SwlbCUwJXAlGCVYJRwlXCUoJGQgZCBkIfwkZCBkIGQhFUVVRRFFUUQ=="


which I have no clue how to read, and I haven't managed to find any tutorials explaining how to either.
Long story short, the data which is stored there is the sprite Map16 data which means it's made of multiple 16x16 tiles made out of four 8x8 tiles which itself take two bytes per tile (IIRC, it's top left, top right, bottom left, bottom right in this order).
This data is in binary but JSON is text based and as a result, the data you're seeing is stored in Base64 format, hence why it's so unreadable to a human eye.
Thx. I've since managed to translate the text to binary. Is this the binary code that YXPPCCCT is referring to, or is it something else?