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), how list-tilesets shows them

  • Project directory structure: porytiles/config.yaml, porytiles/config.local.yaml, porytiles/tilesets/<name>/config.yaml, porytiles/tilesets/<name>/config.local.yaml, tileset-manifest.json

  • Porytiles component vs Porymap component: porytiles_src/ (RGBA layer PNGs + attributes.csv) vs porytiles_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