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Tile X and Y coordinates allow you to control where the tilemap data is written. These coordinates are in tile units and are relative to the first visible tile on the screen (based on the current screen scroll).
Tile X and Y coordinates allow you to control where the tilemap data is written. These coordinates are in tile units and are relative to the first visible tile on the screen (based on the current screen scroll).
Each tilemap's data starts with the width and height of the tilemap, followed by two bytes for each tile's ID and attributes, starting from the top-left of the tilemap and continuing right until the end, then the next line down. These IDs and attributes are relative to the base parameters as described above.
|- id='op_9C6'
|- id='op_9C6'
| RESLD <br> (RESource LoaD) || $5F || $9C6 || None || linkage_index, copy_start, copy_len, target_addr, target_bank (TOP) -> (TOP) || Load graphics resources from BugFS file linkage_index into tile memory.
| RESLD <br> (RESource LoaD) || $5F || $9C6 || None || linkage_index, copy_start, copy_len, target_addr, target_bank (TOP) -> (TOP) || Load graphics resources from BugFS file linkage_index into tile memory.
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