How the GBA + Gen III Decomp Tileset System Works
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This page covers GBA hardware and Gen III decomp fundamentals for users new to tilesets:
8x8 tiles, 4bpp indexed color, palette slots 0–15 with slot 0 as transparency
Metatiles: 16x16 composites of 8x8 subtiles (2x2 tiles); tilemap entries (tile index + palette index + flip flags)
Metatile dual vs triple layer concept
Primary vs secondary tilesets: tile count limits, palette allocation (primary gets palettes 0–5, secondary gets 6–12 in default emerald)
The
fieldmap.hconstants and what they control at a high levelArtifact files:
tiles.png,palettes/*.pal,metatiles.bin,metatile_attributes.binHow Porymap fits in as the visual editor — Porytiles + Porymap together are a complementary “super suite” of tools, and Porytiles is designed with this in mind
Cross-references: Configuration Reference for fieldmap constants, Metatile Attributes Reference for attribute details