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I'm trying to see how tiles are saved doing some reverse engineering using old roms gfx files (this example trying with snow bros arcade set one) .

This is what I know now :

  • Each color point to a palette which can change (then when you change palette you change that color in tiles).

  • Tiles have a 16x16 pixel size.

I'm a little confused cause when I see the file in an hex editor. I don't know how many bytes are a pixel or how are they order to see the tile.

Any idea of how this works?

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I'm not sure how you would know the structure from looking at a hex editor. Do you even know if the data is stored in hexadecimal? Are the tiles stored as pixel data? You either need to know more about the format of the data, or you need to make some intelligent guesses and test them. You can test by changing the data and loading the file into whatever you're using to view the tiles (game emulator or whatever). – Byte56 Jul 13 '12 at 23:49

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