Comments (2)
Yeah, the "SGB border" format was intended for the limited Pokémon Gen 1 and 2 borders. Just using the "SNES tiles + attributes" format for fully-general SGB borders should work.
I'll update the docs to clarify this, since there's no use in having the two formats be identical.
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After attempting another test today (while using Tools > Image to Tools), I've realized that Tilemap Studio itself incorrectly assumes that Super Game Boy borders only use four colors per tile. They should be treated the same as SNES tiles.
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Related Issues (20)
- Add TurboGraphix16/PCEngine support as well as Supergraphix HOT 4
- "Tools -> Shift IDs..." and "Edit -> Shift Selected IDs..." should allow shifting tile IDs
- Allow generating "suboptimal" tilesets with Image to Tiles HOT 2
- Avoid a compiler warning from `gcc`
- Support the Sega Genesis HOT 1
- Improve the usability of failing to convert an image to tiles
- Feature request: loading palette files HOT 4
- Try to open tilemaps as a rectangular width
- Add tooltips to explain some controls
- Update pret links
- compilation error with FLTK 1.3.8 HOT 2
- Request a new data format for Fire Emblem decomp project HOT 3
- Issue Mac Port HOT 2
- Flatpak HOT 4
- Can the length of the graphic block be customized? Example 0001 0002 0003 apply to genesis HOT 1
- feature request: NES support
- Missing SNES 2BPP format
- Projet url is dead :-( HOT 1
- Availability of fltk themes?
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