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Maps.cs
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namespace M1TE2
{
public static class Maps
{
public static int[] tile = new int[32 * 32 * 3]; //x, y, 3 layers
//tile can be value 0-1023, high 2 bits references the tileset
public static int[] palette = new int[32 * 32 * 3]; //x, y, 3 layers
public static int[] h_flip = new int[32 * 32 * 3]; //x, y, 3 layers
public static int[] v_flip = new int[32 * 32 * 3]; //x, y, 3 layers
public static int[] priority = new int[32 * 32 * 3]; //x, y, 3 layers
// priority affects how sprite layers show above or below
// but, you can't see the difference here
//if the height is not 32, it will save a shorter map
}
public static class MapsU // undo backup copy
{
public static int[] tile = new int[32 * 32 * 3]; //x, y, 3 layers
//tile can be value 0-1023, high 2 bits references the tileset
public static int[] palette = new int[32 * 32 * 3]; //x, y, 3 layers
public static int[] h_flip = new int[32 * 32 * 3]; //x, y, 3 layers
public static int[] v_flip = new int[32 * 32 * 3]; //x, y, 3 layers
public static int[] priority = new int[32 * 32 * 3]; //x, y, 3 layers
// priority affects how sprite layers show above or below
// but, you can't see the difference here
}
public static class MapsC // copy and paste backup
{
public static int[] tile = new int[32 * 32]; //x, y, 3 layers
//tile can be value 0-1023, high 2 bits references the tileset
public static int[] palette = new int[32 * 32]; //x, y, 3 layers
public static int[] h_flip = new int[32 * 32]; //x, y, 3 layers
public static int[] v_flip = new int[32 * 32]; //x, y, 3 layers
public static int[] priority = new int[32 * 32]; //x, y, 3 layers
// priority affects how sprite layers show above or below
// but, you can't see the difference here
}
}