Difference between revisions of "SCUMM/Technical Reference/Room resources"

Jump to navigation Jump to search
Typos
(Supplement and add critical missing info)
(Typos)
Line 136: Line 136:
=== Tileset index ===
=== Tileset index ===


The two bytes at <code>0x0a</code> of the room data point to the tileset index which is used to look up the tileset in separate table. The tileset table provides the bank and memory offset for the given tileset.
The two bytes at <code>0x0a</code> of the room data point to the tileset index which is used to look up the tileset in a separate table. The tileset table provides the bank and memory offset for the given tileset.


=== Palettes ===
=== Palettes ===
Line 156: Line 156:
=== Mask data ===
=== Mask data ===


If the mask flag is <code>0x01</code> then the RLE encoded mask data follows. This is bitmap data where each bit corresponds to a single tile, so a single byte covers a row of 8 tiles. A bit value of 1 = masked (background priority), and 0 = unmasked (sprite priority). The bits in each byte are reversed (or read left to right) before they are applied.
If the mask flag is <code>0x01</code> then the RLE encoded mask data follows. This is bitmap data where each bit corresponds to a single tile, so a single byte covers a row of 8 tiles. A bit value of 1 = masked (background priority), and 0 = unmasked (sprite priority). The bits in each byte are reversed (or read right to left) before they are applied.


=== Object image data ===
=== Object image data ===
3

edits

Navigation menu