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Sega System 2 - Tilemap Palette Selection - Where?

Posted: Fri Mar 15, 2024 9:07 pm
by Rob68k
To use the "GFX/TileMap viewer (F4)" context as reference:

TILEMAP 1/8 @ 120,8 = GFX0 #5A3:6D

The 5A3 is literally a character offset which can be correlated easily in the memory view of VRAM ($e000) but where does the palettes offset of 6D come from?

I've spent hours on this and got nowhere. The source seems to indicated that it's a part of the tile data byte pair ( character offset ), but this simply does not be the case from what I can tell.

Any help would be most gratefully received.

Re: Sega System 2 - Tilemap Palette Selection - Where?

Posted: Sun Mar 17, 2024 8:57 am
by Rob68k
It would appear that my certainty that the palette is not embedded in the tile attribute data was misplaced.
It is. It's just not separated and is just determined by the upper bits of the offset.
More coffee required. Or maybe less?