I thought I read something about that a long time ago in I think it was Hextator’s doc but I can’t seem to find it and where’s the fun in that anyway so I looked on my own.
“Tile Config” is compressed (probably lzss but it shouldn’t matter), and when decompressed it has two fixed size parts: the first
0x2000 bytes define how each tile looks (bg tile bases), while the second
0x400 assigns terrain indices to each tile.
(This means that the size should be a fixed
0x2400? Maybe some tile sets don’t use the full
0x400 terrain bytes when they don’t need to? I decompressed tile config in chapter data slot 3 and got a
0x2400 byte file so idk)
0x2000 bytes are an array of
0x400 (1024, one per possible raw tile index, in order) 8 byte entries that are layed out the following way:
+0 | short (2byte) | tile base for top left corner of tile
+2 | short (2byte) | tile base for top right corner of tile
+4 | short (2byte) | tile base for bottom left corner of tile
+6 | short (2byte) | tile base for bottom right corner of tile
“tile base” is the term I use to refer to the base value that will be eventually modified to be output to a bg map (see gbatek for details about that), where the tile number is as with obj1 gfx mapped at tile
0 and obj2 gfx mapped at tile
0x200, palette as with map palette mapped at
This structure is standard enough that you can just put the tile config pointer in the GBAGE Tile Control window with the corresponding obj gfx and palette and you’ll get something correct.
The function that does the “transformation” (reading from the tile config and putting to a bg map) is at
This one’s easier. the
0x400 bytes is a
0x400 entry array of bytes, with each entry being which terrain this tile is assigned to.
The function that updates the terrain map from tile config is at
FE8U:859A9D0 is a pointer to the second part of the decompressed tile config, where the terrain lookup is located.
Raw tile indices are kinda weird because they have a “step” of 4 (the first tile index is 0, the second is 4, the third is 8, etc). The arrays are indexed by
floor(<raw tile index> / 4) (Well, the terrain array is, the “appearance” array will result in weird tile mixes graphics for raw tiles non divisible by 4).
Tile Config is decompressed at
FE8U:2030B8C and should stay there for as long as the game is running.