Tile Map


When enabled, the tile map allows for a set of 8x8 tiles to be drawn to the screen automatically every frame.

The tile map comes in 4 basic flavors:

12x16
16x12 (this size is is vertically unconfirmed)
24x8 (this may actually be 24x16, only time will tell)
24x16

There are also two Hardware Registers that control the shifting of these values, allow them to be scrolled across the screen. This makes for very nice effects, with very low performance hit.

The tile set used in this map consists of one base address (stored as a 24 bit Hardware Registers, 8 byte aligned) with 256 tiles in total. Tiles are 8 bytes in length, scanned in the same method as the Frame Buffer.

Address map of a 12x20 map
0x1300 0x1301 0x1302 0x1303 0x1304 0x1305 0x1306 0x1307 0x1308 0x1309 0x130A 0x130B
0x130C 0x130D 0x130E 0x130F 0x1310 0x1311 0x1312 0x1313 0x1314 0x1315 0x1316 0x1317
0x1318 0x1319 0x131A 0x131B 0x131C 0x131D 0x131E 0x131F 0x1320 0x1321 0x1322 0x1323
0x1324 0x1325 0x1326 0x1327 0x1328 0x1329 0x132A 0x132B 0x132C 0x132D 0x132E 0x132F
... ... ... ... ... ... ... ... ... ... ... ...
... ... ... ... ... ... ... ... ... ... ... ...
... ... ... ... ... ... ... ... ... ... ... ...
... ... ... ... ... ... ... ... ... ... ... ...
... ... ... ... ... ... ... ... ... ... ... ...
... ... ... ... ... ... ... ... ... ... ... ...
... ... ... ... ... ... ... ... ... ... ... ...
... ... ... ... ... ... ... ... ... ... ... ...
... ... ... ... ... ... ... ... ... ... ... ...
... ... ... ... ... ... ... ... ... ... ... ...
... ... ... ... ... ... ... ... ... ... ... ...
... ... ... ... ... ... ... ... ... ... ... ...
0x13CF 0x13D0 0x13D1 0x13D2 0x13D3 0x13D4 0x13D5 0x13D6 0x13D7 0x13D8 0x13D9 0x13DA
0x13DB 0x13DC 0x13DD 0x13DE 0x13DF 0x13E0 0x13E1 0x13E2 0x13E3 0x13E4 0x13E5 0x13E6
0x13E7 0x13E8 0x13D9 0x13DA 0x13DB 0x13DC 0x13DE 0x13DF 0x13E0 0x13E1 0x13E2 0x13E3
0x13E4 0x13E5 0x13E6 0x13E7 0x13E8 0x13E9 0x13EA 0x13EB 0x13EC 0x13ED 0x13EE 0x13EF


See Hardware Registers for the map tile base address.

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