Porytiles Concepts and Terminology
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This page bridges GBA background knowledge to hands-on tutorials. It introduces Porytiles-specific concepts that span multiple guides:
Managed vs unmanaged tilesets: what makes a tileset “managed” (
tileset-manifest.json), howlist-tilesetsshows themProject directory structure:
porytiles/config.yaml,porytiles/config.local.yaml,porytiles/tilesets/<name>/config.yaml,porytiles/tilesets/<name>/config.local.yaml,tileset-manifest.jsonPorytiles component vs Porymap component:
porytiles_src/(RGBA layer PNGs +attributes.csv) vsporytiles_bin/(indexed artifacts)The compile/decompile duality: Porytiles assets as “source of truth”
Extrinsic transparency: what it is, why it exists, how to configure
Edit modes: locked / patch / optimize — when each is appropriate
Checksum verification: anti-clobber protection
Supported base games: pokeruby (limited), pokefirered (full, terrain/encounter types), pokeemerald, pokeemerald-expansion
Cross-references: How the GBA + Gen III Decomp Tileset System Works for GBA terms, Configuration Reference for setting extrinsic transparency and edit modes