every compression makes the tiles a glitchy mess
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First off, that's not a "glitchy mess", that's transparent red (crimson? light dried blood? ...red). It serves a placeholder when a sprite is using a tile that doesn't exist, which transitions nicely to my main point:
Most title card and result mappings in all Sonic games have there sprite mappings tile data relative to where the art is located (tile 0x500, vram location 0xA000), rather then relative to 0 like most sprite editors expect them to be. If you open up the raw sprite editor, you can see that the tile location is a comically large number.
Other Sonic 3 sprites have a similar issue, where they're relative to where that specific objects art is in a large collection of per-zone object art, or relative to 1 for a lot of objects using the zones art. Support for art relativity shifting, to account for scenarios like these, would be nice.
EDIT: completely forgot about the offset option next to compression... It doesn't actually help though, doesn't work for compressed files and the offset is based on the file itself and can't go backwards. It can help with those other S3K examples though, assuming the file is uncompessed, which they never are
